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-rw-r--r--OpenSim/Region/Application/OpenSim.cs2
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs94
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs921
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/MeshCost.cs671
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs12
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs29
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/GetMeshModule.cs442
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs382
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs16
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs296
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs9
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs181
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs200
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs1489
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs69
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs219
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs4
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs6
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs173
-rw-r--r--OpenSim/Region/CoreModules/Agent/Xfer/XferModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/Asset/CenomeAssetCache.cs6
-rw-r--r--OpenSim/Region/CoreModules/Asset/CoreAssetCache.cs4
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs168
-rw-r--r--OpenSim/Region/CoreModules/Asset/GlynnTuckerAssetCache.cs5
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs142
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs10
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs119
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs4
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs169
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs211
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs67
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs100
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs56
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs168
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs426
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs4
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs25
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs192
-rw-r--r--OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs31
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs402
-rw-r--r--OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs85
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Authentication/LocalAuthenticationServiceConnector.cs7
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs6
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs20
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs79
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs433
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs76
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs6
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Region/RestartModule.cs115
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs30
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs148
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs547
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs10
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs6
-rw-r--r--OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs19
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs32
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEventQueue.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRegionConsole.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRestartModule.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/Interfaces/IWorldComm.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs43
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs707
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs350
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs150
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs868
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs479
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs251
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1414
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1751
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs767
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1072
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs135
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs124
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs184
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs32
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Friends/FriendsCommandsModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs55
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs38
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs5
-rw-r--r--OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs6
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs33
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs75
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs2
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs2
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs4
-rw-r--r--OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs4
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs9
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs1
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs2
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs4
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs282
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs4
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs72
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs6
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs11
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs2
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs172
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs10
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs6
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt60
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1467
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs4124
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs384
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs48
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3887
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs353
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/Manager/IMesher.cs28
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs238
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs117
-rw-r--r--OpenSim/Region/Physics/Manager/VehicleConstants.cs45
-rw-r--r--OpenSim/Region/Physics/Manager/ZeroMesher.cs14
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs79
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs13
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMap.cs62
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs22
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs2
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdeScene.cs3
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPlugin.cs2
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSScene.cs4
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs340
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Mesh.cs614
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs1410
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs2324
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMap.cs244
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs220
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs1950
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs1087
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs932
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs3844
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs800
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs356
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs2025
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs90
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2855
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs23
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs116
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs3273
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs172
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs16
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs46
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs12
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs3
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs71
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs29
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs56
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs5
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.cs45
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs192
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs37
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs378
200 files changed, 48544 insertions, 6533 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index c4731a3..e1cff69 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -445,7 +445,7 @@ namespace OpenSim
445 if (alert != null) 445 if (alert != null)
446 presence.ControllingClient.Kick(alert); 446 presence.ControllingClient.Kick(alert);
447 else 447 else
448 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 448 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
449 449
450 presence.Scene.IncomingCloseAgent(presence.UUID, force); 450 presence.Scene.IncomingCloseAgent(presence.UUID, force);
451 } 451 }
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index c3c87e7..bed9a49 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -97,6 +97,10 @@ namespace OpenSim
97 97
98 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 98 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
99 99
100 private List<string> m_permsModules;
101
102 private bool m_securePermissionsLoading = true;
103
100 /// <value> 104 /// <value>
101 /// The config information passed into the OpenSimulator region server. 105 /// The config information passed into the OpenSimulator region server.
102 /// </value> 106 /// </value>
@@ -188,6 +192,11 @@ namespace OpenSim
188 CreatePIDFile(pidFile); 192 CreatePIDFile(pidFile);
189 193
190 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 194 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
195
196 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
197
198 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
199 m_permsModules = new List<string>(permissionModules.Split(','));
191 } 200 }
192 201
193 // Load the simulation data service 202 // Load the simulation data service
@@ -225,6 +234,12 @@ namespace OpenSim
225 base.StartupSpecific(); 234 base.StartupSpecific();
226 235
227 LoadPlugins(); 236 LoadPlugins();
237
238 if (m_plugins.Count == 0) // We failed to load any modules. Mono Addins glitch!
239 {
240 Environment.Exit(1);
241 }
242
228 foreach (IApplicationPlugin plugin in m_plugins) 243 foreach (IApplicationPlugin plugin in m_plugins)
229 { 244 {
230 plugin.PostInitialise(); 245 plugin.PostInitialise();
@@ -251,10 +266,10 @@ namespace OpenSim
251 "help " + capitalizedTopic, 266 "help " + capitalizedTopic,
252 "Get help on plugin command '" + topic + "'", 267 "Get help on plugin command '" + topic + "'",
253 HandleCommanderHelp); 268 HandleCommanderHelp);
254 console.Commands.AddCommand(capitalizedTopic, false, "help " + capitalizedTopic, 269// console.Commands.AddCommand(capitalizedTopic, false, "help " + capitalizedTopic,
255 "help " + capitalizedTopic, 270// "help " + capitalizedTopic,
256 "Get help on plugin command '" + topic + "'", 271// "Get help on plugin command '" + topic + "'",
257 HandleCommanderHelp); 272// HandleCommanderHelp);
258 273
259 ICommander commander = null; 274 ICommander commander = null;
260 275
@@ -377,7 +392,42 @@ namespace OpenSim
377 } 392 }
378 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 393 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
379 394
395 // XPTO: Fix this
396// if (m_securePermissionsLoading)
397// {
398// foreach (string s in m_permsModules)
399// {
400// if (!scene.RegionModules.ContainsKey(s))
401// {
402// bool found = false;
403// foreach (IRegionModule m in modules)
404// {
405// if (m.Name == s)
406// {
407// found = true;
408// }
409// }
410// if (!found)
411// {
412// m_log.Fatal("[MODULES]: Required module " + s + " not found.");
413// Environment.Exit(0);
414// }
415// }
416// }
417// }
418
380 scene.SetModuleInterfaces(); 419 scene.SetModuleInterfaces();
420// First Step of bootreport sequence
421 if (scene.SnmpService != null)
422 {
423 scene.SnmpService.ColdStart(1,scene);
424 scene.SnmpService.LinkDown(scene);
425 }
426
427 if (scene.SnmpService != null)
428 {
429 scene.SnmpService.BootInfo("Loading prins", scene);
430 }
381 431
382 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) 432 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
383 SetUpEstateOwner(scene); 433 SetUpEstateOwner(scene);
@@ -391,6 +441,11 @@ namespace OpenSim
391 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 441 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
392 scene.EventManager.TriggerParcelPrimCountUpdate(); 442 scene.EventManager.TriggerParcelPrimCountUpdate();
393 443
444 if (scene.SnmpService != null)
445 {
446 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
447 }
448
394 try 449 try
395 { 450 {
396 scene.RegisterRegionWithGrid(); 451 scene.RegisterRegionWithGrid();
@@ -401,15 +456,29 @@ namespace OpenSim
401 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 456 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
402 e.Message, e.StackTrace); 457 e.Message, e.StackTrace);
403 458
459 if (scene.SnmpService != null)
460 {
461 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
462 }
404 // Carrying on now causes a lot of confusion down the 463 // Carrying on now causes a lot of confusion down the
405 // line - we need to get the user's attention 464 // line - we need to get the user's attention
406 Environment.Exit(1); 465 Environment.Exit(1);
407 } 466 }
408 467
468 if (scene.SnmpService != null)
469 {
470 scene.SnmpService.BootInfo("Grid Registration done", scene);
471 }
472
409 // We need to do this after we've initialized the 473 // We need to do this after we've initialized the
410 // scripting engines. 474 // scripting engines.
411 scene.CreateScriptInstances(); 475 scene.CreateScriptInstances();
412 476
477 if (scene.SnmpService != null)
478 {
479 scene.SnmpService.BootInfo("ScriptEngine started", scene);
480 }
481
413 SceneManager.Add(scene); 482 SceneManager.Add(scene);
414 483
415 if (m_autoCreateClientStack) 484 if (m_autoCreateClientStack)
@@ -418,10 +487,20 @@ namespace OpenSim
418 clientServer.Start(); 487 clientServer.Start();
419 } 488 }
420 489
490 if (scene.SnmpService != null)
491 {
492 scene.SnmpService.BootInfo("Initializing region modules", scene);
493 }
421 scene.EventManager.OnShutdown += delegate() { ShutdownRegion(scene); }; 494 scene.EventManager.OnShutdown += delegate() { ShutdownRegion(scene); };
422 495
423 mscene = scene; 496 mscene = scene;
424 497
498 if (scene.SnmpService != null)
499 {
500 scene.SnmpService.BootInfo("The region is operational", scene);
501 scene.SnmpService.LinkUp(scene);
502 }
503
425 scene.Start(); 504 scene.Start();
426 scene.StartScripts(); 505 scene.StartScripts();
427 506
@@ -540,6 +619,11 @@ namespace OpenSim
540 private void ShutdownRegion(Scene scene) 619 private void ShutdownRegion(Scene scene)
541 { 620 {
542 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 621 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
622 if (scene.SnmpService != null)
623 {
624 scene.SnmpService.BootInfo("The region is shutting down", scene);
625 scene.SnmpService.LinkDown(scene);
626 }
543 IRegionModulesController controller; 627 IRegionModulesController controller;
544 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 628 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
545 { 629 {
@@ -1082,4 +1166,4 @@ namespace OpenSim
1082 { 1166 {
1083 public IConfigSource Source; 1167 public IConfigSource Source;
1084 } 1168 }
1085} \ No newline at end of file 1169}
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index a534522..83347e2 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Timers;
29using System.Collections; 30using System.Collections;
30using System.Collections.Generic; 31using System.Collections.Generic;
31using System.IO; 32using System.IO;
@@ -53,14 +54,16 @@ using OSDMap = OpenMetaverse.StructuredData.OSDMap;
53namespace OpenSim.Region.ClientStack.Linden 54namespace OpenSim.Region.ClientStack.Linden
54{ 55{
55 public delegate void UpLoadedAsset( 56 public delegate void UpLoadedAsset(
56 string assetName, string description, UUID assetID, UUID inventoryItem, UUID parentFolder, 57 string assetName, string description, UUID assetID, UUID inventoryItem, UUID parentFolder,
57 byte[] data, string inventoryType, string assetType); 58 byte[] data, string inventoryType, string assetType,
59 int cost, UUID texturesFolder, int nreqtextures, int nreqmeshs, int nreqinstances,
60 bool IsAtestUpload, ref string error);
58 61
59 public delegate UUID UpdateItem(UUID itemID, byte[] data); 62 public delegate UUID UpdateItem(UUID itemID, byte[] data);
60 63
61 public delegate void UpdateTaskScript(UUID itemID, UUID primID, bool isScriptRunning, byte[] data, ref ArrayList errors); 64 public delegate void UpdateTaskScript(UUID itemID, UUID primID, bool isScriptRunning, byte[] data, ref ArrayList errors);
62 65
63 public delegate void NewInventoryItem(UUID userID, InventoryItemBase item); 66 public delegate void NewInventoryItem(UUID userID, InventoryItemBase item, uint cost);
64 67
65 public delegate void NewAsset(AssetBase asset); 68 public delegate void NewAsset(AssetBase asset);
66 69
@@ -86,6 +89,7 @@ namespace OpenSim.Region.ClientStack.Linden
86 89
87 private Scene m_Scene; 90 private Scene m_Scene;
88 private Caps m_HostCapsObj; 91 private Caps m_HostCapsObj;
92 private ModelCost m_ModelCost;
89 93
90 private static readonly string m_requestPath = "0000/"; 94 private static readonly string m_requestPath = "0000/";
91 // private static readonly string m_mapLayerPath = "0001/"; 95 // private static readonly string m_mapLayerPath = "0001/";
@@ -96,6 +100,9 @@ namespace OpenSim.Region.ClientStack.Linden
96 // private static readonly string m_fetchInventoryPath = "0006/"; 100 // private static readonly string m_fetchInventoryPath = "0006/";
97 private static readonly string m_copyFromNotecardPath = "0007/"; 101 private static readonly string m_copyFromNotecardPath = "0007/";
98 // private static readonly string m_remoteParcelRequestPath = "0009/";// This is in the LandManagementModule. 102 // private static readonly string m_remoteParcelRequestPath = "0009/";// This is in the LandManagementModule.
103 private static readonly string m_getObjectPhysicsDataPath = "0101/";
104 private static readonly string m_getObjectCostPath = "0102/";
105 private static readonly string m_ResourceCostSelectedPath = "0103/";
99 private static readonly string m_UpdateAgentInformationPath = "0500/"; 106 private static readonly string m_UpdateAgentInformationPath = "0500/";
100 107
101 // These are callbacks which will be setup by the scene so that we can update scene data when we 108 // These are callbacks which will be setup by the scene so that we can update scene data when we
@@ -111,12 +118,50 @@ namespace OpenSim.Region.ClientStack.Linden
111 private IAssetService m_assetService; 118 private IAssetService m_assetService;
112 private bool m_dumpAssetsToFile = false; 119 private bool m_dumpAssetsToFile = false;
113 private string m_regionName; 120 private string m_regionName;
121
114 private int m_levelUpload = 0; 122 private int m_levelUpload = 0;
115 123
124 private bool m_enableFreeTestUpload = false; // allows "TEST-" prefix hack
125 private bool m_ForceFreeTestUpload = false; // forces all uploads to be test
126
127 private bool m_enableModelUploadTextureToInventory = false; // place uploaded textures also in inventory
128 // may not be visible till relog
129
130 private bool m_RestrictFreeTestUploadPerms = false; // reduces also the permitions. Needs a creator defined!!
131 private UUID m_testAssetsCreatorID = UUID.Zero;
132
133 private float m_PrimScaleMin = 0.001f;
134
135 private enum FileAgentInventoryState : int
136 {
137 idle = 0,
138 processRequest = 1,
139 waitUpload = 2,
140 processUpload = 3
141 }
142 private FileAgentInventoryState m_FileAgentInventoryState = FileAgentInventoryState.idle;
143
116 public BunchOfCaps(Scene scene, Caps caps) 144 public BunchOfCaps(Scene scene, Caps caps)
117 { 145 {
118 m_Scene = scene; 146 m_Scene = scene;
119 m_HostCapsObj = caps; 147 m_HostCapsObj = caps;
148
149 // create a model upload cost provider
150 m_ModelCost = new ModelCost();
151 // tell it about scene object limits
152 m_ModelCost.NonPhysicalPrimScaleMax = m_Scene.m_maxNonphys;
153 m_ModelCost.PhysicalPrimScaleMax = m_Scene.m_maxPhys;
154
155// m_ModelCost.ObjectLinkedPartsMax = ??
156// m_ModelCost.PrimScaleMin = ??
157
158 m_PrimScaleMin = m_ModelCost.PrimScaleMin;
159 float modelTextureUploadFactor = m_ModelCost.ModelTextureCostFactor;
160 float modelUploadFactor = m_ModelCost.ModelMeshCostFactor;
161 float modelMinUploadCostFactor = m_ModelCost.ModelMinCostFactor;
162 float modelPrimCreationCost = m_ModelCost.primCreationCost;
163 float modelMeshByteCost = m_ModelCost.bytecost;
164
120 IConfigSource config = m_Scene.Config; 165 IConfigSource config = m_Scene.Config;
121 if (config != null) 166 if (config != null)
122 { 167 {
@@ -131,6 +176,37 @@ namespace OpenSim.Region.ClientStack.Linden
131 { 176 {
132 m_persistBakedTextures = appearanceConfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures); 177 m_persistBakedTextures = appearanceConfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures);
133 } 178 }
179 // economy for model upload
180 IConfig EconomyConfig = config.Configs["Economy"];
181 if (EconomyConfig != null)
182 {
183 modelUploadFactor = EconomyConfig.GetFloat("MeshModelUploadCostFactor", modelUploadFactor);
184 modelTextureUploadFactor = EconomyConfig.GetFloat("MeshModelUploadTextureCostFactor", modelTextureUploadFactor);
185 modelMinUploadCostFactor = EconomyConfig.GetFloat("MeshModelMinCostFactor", modelMinUploadCostFactor);
186 // next 2 are normalized so final cost is afected by modelUploadFactor above and normal cost
187 modelPrimCreationCost = EconomyConfig.GetFloat("ModelPrimCreationCost", modelPrimCreationCost);
188 modelMeshByteCost = EconomyConfig.GetFloat("ModelMeshByteCost", modelMeshByteCost);
189
190 m_enableModelUploadTextureToInventory = EconomyConfig.GetBoolean("MeshModelAllowTextureToInventory", m_enableModelUploadTextureToInventory);
191
192 m_RestrictFreeTestUploadPerms = EconomyConfig.GetBoolean("m_RestrictFreeTestUploadPerms", m_RestrictFreeTestUploadPerms);
193 m_enableFreeTestUpload = EconomyConfig.GetBoolean("AllowFreeTestUpload", m_enableFreeTestUpload);
194 m_ForceFreeTestUpload = EconomyConfig.GetBoolean("ForceFreeTestUpload", m_ForceFreeTestUpload);
195 string testcreator = EconomyConfig.GetString("TestAssetsCreatorID", "");
196 if (testcreator != "")
197 {
198 UUID id;
199 UUID.TryParse(testcreator, out id);
200 if (id != null)
201 m_testAssetsCreatorID = id;
202 }
203
204 m_ModelCost.ModelMeshCostFactor = modelUploadFactor;
205 m_ModelCost.ModelTextureCostFactor = modelTextureUploadFactor;
206 m_ModelCost.ModelMinCostFactor = modelMinUploadCostFactor;
207 m_ModelCost.primCreationCost = modelPrimCreationCost;
208 m_ModelCost.bytecost = modelMeshByteCost;
209 }
134 } 210 }
135 211
136 m_assetService = m_Scene.AssetService; 212 m_assetService = m_Scene.AssetService;
@@ -142,6 +218,8 @@ namespace OpenSim.Region.ClientStack.Linden
142 ItemUpdatedCall = m_Scene.CapsUpdateInventoryItemAsset; 218 ItemUpdatedCall = m_Scene.CapsUpdateInventoryItemAsset;
143 TaskScriptUpdatedCall = m_Scene.CapsUpdateTaskInventoryScriptAsset; 219 TaskScriptUpdatedCall = m_Scene.CapsUpdateTaskInventoryScriptAsset;
144 GetClient = m_Scene.SceneGraph.GetControllingClient; 220 GetClient = m_Scene.SceneGraph.GetControllingClient;
221
222 m_FileAgentInventoryState = FileAgentInventoryState.idle;
145 } 223 }
146 224
147 /// <summary> 225 /// <summary>
@@ -187,7 +265,6 @@ namespace OpenSim.Region.ClientStack.Linden
187 { 265 {
188 try 266 try
189 { 267 {
190 // I don't think this one works...
191 m_HostCapsObj.RegisterHandler( 268 m_HostCapsObj.RegisterHandler(
192 "NewFileAgentInventory", 269 "NewFileAgentInventory",
193 new LLSDStreamhandler<LLSDAssetUploadRequest, LLSDAssetUploadResponse>( 270 new LLSDStreamhandler<LLSDAssetUploadRequest, LLSDAssetUploadResponse>(
@@ -204,6 +281,12 @@ namespace OpenSim.Region.ClientStack.Linden
204 m_HostCapsObj.RegisterHandler("UpdateNotecardAgentInventory", req); 281 m_HostCapsObj.RegisterHandler("UpdateNotecardAgentInventory", req);
205 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req); 282 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req);
206 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req); 283 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req);
284 IRequestHandler getObjectPhysicsDataHandler = new RestStreamHandler("POST", capsBase + m_getObjectPhysicsDataPath, GetObjectPhysicsData);
285 m_HostCapsObj.RegisterHandler("GetObjectPhysicsData", getObjectPhysicsDataHandler);
286 IRequestHandler getObjectCostHandler = new RestStreamHandler("POST", capsBase + m_getObjectCostPath, GetObjectCost);
287 m_HostCapsObj.RegisterHandler("GetObjectCost", getObjectCostHandler);
288 IRequestHandler ResourceCostSelectedHandler = new RestStreamHandler("POST", capsBase + m_ResourceCostSelectedPath, ResourceCostSelected);
289 m_HostCapsObj.RegisterHandler("ResourceCostSelected", ResourceCostSelectedHandler);
207 IRequestHandler UpdateAgentInformationHandler = new RestStreamHandler("POST", capsBase + m_UpdateAgentInformationPath, UpdateAgentInformation); 290 IRequestHandler UpdateAgentInformationHandler = new RestStreamHandler("POST", capsBase + m_UpdateAgentInformationPath, UpdateAgentInformation);
208 m_HostCapsObj.RegisterHandler("UpdateAgentInformation", UpdateAgentInformationHandler); 291 m_HostCapsObj.RegisterHandler("UpdateAgentInformation", UpdateAgentInformationHandler);
209 292
@@ -388,62 +471,176 @@ namespace OpenSim.Region.ClientStack.Linden
388 //m_log.Debug("[CAPS]: NewAgentInventoryRequest Request is: " + llsdRequest.ToString()); 471 //m_log.Debug("[CAPS]: NewAgentInventoryRequest Request is: " + llsdRequest.ToString());
389 //m_log.Debug("asset upload request via CAPS" + llsdRequest.inventory_type + " , " + llsdRequest.asset_type); 472 //m_log.Debug("asset upload request via CAPS" + llsdRequest.inventory_type + " , " + llsdRequest.asset_type);
390 473
474 // start by getting the client
475 IClientAPI client = null;
476 m_Scene.TryGetClient(m_HostCapsObj.AgentID, out client);
477
478 // check current state so we only have one service at a time
479 lock (m_ModelCost)
480 {
481 switch (m_FileAgentInventoryState)
482 {
483 case FileAgentInventoryState.processRequest:
484 case FileAgentInventoryState.processUpload:
485 LLSDAssetUploadError resperror = new LLSDAssetUploadError();
486 resperror.message = "Uploader busy processing previus request";
487 resperror.identifier = UUID.Zero;
488
489 LLSDAssetUploadResponse errorResponse = new LLSDAssetUploadResponse();
490 errorResponse.uploader = "";
491 errorResponse.state = "error";
492 errorResponse.error = resperror;
493 return errorResponse;
494 break;
495 case FileAgentInventoryState.waitUpload:
496 // todo stop current uploader server
497 break;
498 case FileAgentInventoryState.idle:
499 default:
500 break;
501 }
502
503 m_FileAgentInventoryState = FileAgentInventoryState.processRequest;
504 }
505
506 int cost = 0;
507 int nreqtextures = 0;
508 int nreqmeshs= 0;
509 int nreqinstances = 0;
510 bool IsAtestUpload = false;
511
512 string assetName = llsdRequest.name;
513
514 LLSDAssetUploadResponseData meshcostdata = new LLSDAssetUploadResponseData();
515
391 if (llsdRequest.asset_type == "texture" || 516 if (llsdRequest.asset_type == "texture" ||
392 llsdRequest.asset_type == "animation" || 517 llsdRequest.asset_type == "animation" ||
518 llsdRequest.asset_type == "mesh" ||
393 llsdRequest.asset_type == "sound") 519 llsdRequest.asset_type == "sound")
394 { 520 {
395 ScenePresence avatar = null; 521 ScenePresence avatar = null;
396 IClientAPI client = null;
397 m_Scene.TryGetScenePresence(m_HostCapsObj.AgentID, out avatar); 522 m_Scene.TryGetScenePresence(m_HostCapsObj.AgentID, out avatar);
398 523
399 // check user level 524 // check user level
400 if (avatar != null) 525 if (avatar != null)
401 { 526 {
402 client = avatar.ControllingClient;
403
404 if (avatar.UserLevel < m_levelUpload) 527 if (avatar.UserLevel < m_levelUpload)
405 { 528 {
406 if (client != null) 529 LLSDAssetUploadError resperror = new LLSDAssetUploadError();
407 client.SendAgentAlertMessage("Unable to upload asset. Insufficient permissions.", false); 530 resperror.message = "Insufficient permissions to upload";
531 resperror.identifier = UUID.Zero;
408 532
409 LLSDAssetUploadResponse errorResponse = new LLSDAssetUploadResponse(); 533 LLSDAssetUploadResponse errorResponse = new LLSDAssetUploadResponse();
410 errorResponse.uploader = ""; 534 errorResponse.uploader = "";
411 errorResponse.state = "error"; 535 errorResponse.state = "error";
536 errorResponse.error = resperror;
537 lock (m_ModelCost)
538 m_FileAgentInventoryState = FileAgentInventoryState.idle;
412 return errorResponse; 539 return errorResponse;
413 } 540 }
414 } 541 }
415 542
416 // check funds 543 // check test upload and funds
417 if (client != null) 544 if (client != null)
418 { 545 {
419 IMoneyModule mm = m_Scene.RequestModuleInterface<IMoneyModule>(); 546 IMoneyModule mm = m_Scene.RequestModuleInterface<IMoneyModule>();
420 547
548 int baseCost = 0;
421 if (mm != null) 549 if (mm != null)
550 baseCost = mm.UploadCharge;
551
552 string warning = String.Empty;
553
554 if (llsdRequest.asset_type == "mesh")
422 { 555 {
423 if (!mm.UploadCovered(client.AgentId, mm.UploadCharge)) 556 string error;
557 int modelcost;
558
559 if (!m_ModelCost.MeshModelCost(llsdRequest.asset_resources, baseCost, out modelcost,
560 meshcostdata, out error, ref warning))
424 { 561 {
425 client.SendAgentAlertMessage("Unable to upload asset. Insufficient funds.", false); 562 LLSDAssetUploadError resperror = new LLSDAssetUploadError();
563 resperror.message = error;
564 resperror.identifier = UUID.Zero;
426 565
427 LLSDAssetUploadResponse errorResponse = new LLSDAssetUploadResponse(); 566 LLSDAssetUploadResponse errorResponse = new LLSDAssetUploadResponse();
428 errorResponse.uploader = ""; 567 errorResponse.uploader = "";
429 errorResponse.state = "error"; 568 errorResponse.state = "error";
569 errorResponse.error = resperror;
570
571 lock (m_ModelCost)
572 m_FileAgentInventoryState = FileAgentInventoryState.idle;
430 return errorResponse; 573 return errorResponse;
431 } 574 }
575 cost = modelcost;
432 } 576 }
577 else
578 {
579 cost = baseCost;
580 }
581
582 if (cost > 0 && mm != null)
583 {
584 // check for test upload
585
586 if (m_ForceFreeTestUpload) // all are test
587 {
588 if (!(assetName.Length > 5 && assetName.StartsWith("TEST-"))) // has normal name lets change it
589 assetName = "TEST-" + assetName;
590
591 IsAtestUpload = true;
592 }
593
594 else if (m_enableFreeTestUpload) // only if prefixed with "TEST-"
595 {
596
597 IsAtestUpload = (assetName.Length > 5 && assetName.StartsWith("TEST-"));
598 }
599
600
601 if(IsAtestUpload) // let user know, still showing cost estimation
602 warning += "Upload will have no cost, for testing purposes only. Other uses are prohibited. Items will not work after 48 hours or on other regions";
603
604 // check funds
605 else
606 {
607 if (!mm.UploadCovered(client.AgentId, (int)cost))
608 {
609 LLSDAssetUploadError resperror = new LLSDAssetUploadError();
610 resperror.message = "Insuficient funds";
611 resperror.identifier = UUID.Zero;
612
613 LLSDAssetUploadResponse errorResponse = new LLSDAssetUploadResponse();
614 errorResponse.uploader = "";
615 errorResponse.state = "error";
616 errorResponse.error = resperror;
617 lock (m_ModelCost)
618 m_FileAgentInventoryState = FileAgentInventoryState.idle;
619 return errorResponse;
620 }
621 }
622 }
623
624 if (client != null && warning != String.Empty)
625 client.SendAgentAlertMessage(warning, true);
433 } 626 }
434 } 627 }
435 628
436 string assetName = llsdRequest.name;
437 string assetDes = llsdRequest.description; 629 string assetDes = llsdRequest.description;
438 string capsBase = "/CAPS/" + m_HostCapsObj.CapsObjectPath; 630 string capsBase = "/CAPS/" + m_HostCapsObj.CapsObjectPath;
439 UUID newAsset = UUID.Random(); 631 UUID newAsset = UUID.Random();
440 UUID newInvItem = UUID.Random(); 632 UUID newInvItem = UUID.Random();
441 UUID parentFolder = llsdRequest.folder_id; 633 UUID parentFolder = llsdRequest.folder_id;
442 string uploaderPath = Util.RandomClass.Next(5000, 8000).ToString("0000"); 634 string uploaderPath = Util.RandomClass.Next(5000, 8000).ToString("0000");
635 UUID texturesFolder = UUID.Zero;
636
637 if(!IsAtestUpload && m_enableModelUploadTextureToInventory)
638 texturesFolder = llsdRequest.texture_folder_id;
443 639
444 AssetUploader uploader = 640 AssetUploader uploader =
445 new AssetUploader(assetName, assetDes, newAsset, newInvItem, parentFolder, llsdRequest.inventory_type, 641 new AssetUploader(assetName, assetDes, newAsset, newInvItem, parentFolder, llsdRequest.inventory_type,
446 llsdRequest.asset_type, capsBase + uploaderPath, m_HostCapsObj.HttpListener, m_dumpAssetsToFile); 642 llsdRequest.asset_type, capsBase + uploaderPath, m_HostCapsObj.HttpListener, m_dumpAssetsToFile, cost,
643 texturesFolder, nreqtextures, nreqmeshs, nreqinstances, IsAtestUpload);
447 644
448 m_HostCapsObj.HttpListener.AddStreamHandler( 645 m_HostCapsObj.HttpListener.AddStreamHandler(
449 new BinaryStreamHandler( 646 new BinaryStreamHandler(
@@ -461,10 +658,22 @@ namespace OpenSim.Region.ClientStack.Linden
461 string uploaderURL = protocol + m_HostCapsObj.HostName + ":" + m_HostCapsObj.Port.ToString() + capsBase + 658 string uploaderURL = protocol + m_HostCapsObj.HostName + ":" + m_HostCapsObj.Port.ToString() + capsBase +
462 uploaderPath; 659 uploaderPath;
463 660
661
464 LLSDAssetUploadResponse uploadResponse = new LLSDAssetUploadResponse(); 662 LLSDAssetUploadResponse uploadResponse = new LLSDAssetUploadResponse();
465 uploadResponse.uploader = uploaderURL; 663 uploadResponse.uploader = uploaderURL;
466 uploadResponse.state = "upload"; 664 uploadResponse.state = "upload";
665 uploadResponse.upload_price = (int)cost;
666
667 if (llsdRequest.asset_type == "mesh")
668 {
669 uploadResponse.data = meshcostdata;
670 }
671
467 uploader.OnUpLoad += UploadCompleteHandler; 672 uploader.OnUpLoad += UploadCompleteHandler;
673
674 lock (m_ModelCost)
675 m_FileAgentInventoryState = FileAgentInventoryState.waitUpload;
676
468 return uploadResponse; 677 return uploadResponse;
469 } 678 }
470 679
@@ -476,8 +685,14 @@ namespace OpenSim.Region.ClientStack.Linden
476 /// <param name="data"></param> 685 /// <param name="data"></param>
477 public void UploadCompleteHandler(string assetName, string assetDescription, UUID assetID, 686 public void UploadCompleteHandler(string assetName, string assetDescription, UUID assetID,
478 UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType, 687 UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType,
479 string assetType) 688 string assetType, int cost,
689 UUID texturesFolder, int nreqtextures, int nreqmeshs, int nreqinstances,
690 bool IsAtestUpload, ref string error)
480 { 691 {
692
693 lock (m_ModelCost)
694 m_FileAgentInventoryState = FileAgentInventoryState.processUpload;
695
481 m_log.DebugFormat( 696 m_log.DebugFormat(
482 "[BUNCH OF CAPS]: Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}", 697 "[BUNCH OF CAPS]: Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}",
483 assetID, inventoryItem, inventoryType, assetType); 698 assetID, inventoryItem, inventoryType, assetType);
@@ -485,117 +700,247 @@ namespace OpenSim.Region.ClientStack.Linden
485 sbyte assType = 0; 700 sbyte assType = 0;
486 sbyte inType = 0; 701 sbyte inType = 0;
487 702
703 IClientAPI client = null;
704
705 UUID owner_id = m_HostCapsObj.AgentID;
706 UUID creatorID;
707
708 bool istest = IsAtestUpload && m_enableFreeTestUpload && (cost > 0);
709
710 bool restrictPerms = m_RestrictFreeTestUploadPerms && istest;
711
712 if (istest && m_testAssetsCreatorID != UUID.Zero)
713 creatorID = m_testAssetsCreatorID;
714 else
715 creatorID = owner_id;
716
717 string creatorIDstr = creatorID.ToString();
718
719 IMoneyModule mm = m_Scene.RequestModuleInterface<IMoneyModule>();
720 if (mm != null)
721 {
722 // make sure client still has enougth credit
723 if (!mm.UploadCovered(m_HostCapsObj.AgentID, (int)cost))
724 {
725 error = "Insufficient funds.";
726 return;
727 }
728 }
729
730 // strings to types
488 if (inventoryType == "sound") 731 if (inventoryType == "sound")
489 { 732 {
490 inType = 1; 733 inType = (sbyte)InventoryType.Sound;
491 assType = 1; 734 assType = (sbyte)AssetType.Sound;
492 } 735 }
493 else if (inventoryType == "animation") 736 else if (inventoryType == "animation")
494 { 737 {
495 inType = 19; 738 inType = (sbyte)InventoryType.Animation;
496 assType = 20; 739 assType = (sbyte)AssetType.Animation;
497 } 740 }
498 else if (inventoryType == "wearable") 741 else if (inventoryType == "wearable")
499 { 742 {
500 inType = 18; 743 inType = (sbyte)InventoryType.Wearable;
501 switch (assetType) 744 switch (assetType)
502 { 745 {
503 case "bodypart": 746 case "bodypart":
504 assType = 13; 747 assType = (sbyte)AssetType.Bodypart;
505 break; 748 break;
506 case "clothing": 749 case "clothing":
507 assType = 5; 750 assType = (sbyte)AssetType.Clothing;
508 break; 751 break;
509 } 752 }
510 } 753 }
511 else if (inventoryType == "object") 754 else if (inventoryType == "object")
512 { 755 {
513 inType = (sbyte)InventoryType.Object; 756 if (assetType == "mesh") // this code for now is for mesh models uploads only
514 assType = (sbyte)AssetType.Object;
515
516 List<Vector3> positions = new List<Vector3>();
517 List<Quaternion> rotations = new List<Quaternion>();
518 OSDMap request = (OSDMap)OSDParser.DeserializeLLSDXml(data);
519 OSDArray instance_list = (OSDArray)request["instance_list"];
520 OSDArray mesh_list = (OSDArray)request["mesh_list"];
521 OSDArray texture_list = (OSDArray)request["texture_list"];
522 SceneObjectGroup grp = null;
523
524 List<UUID> textures = new List<UUID>();
525 for (int i = 0; i < texture_list.Count; i++)
526 { 757 {
527 AssetBase textureAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Texture, ""); 758 inType = (sbyte)InventoryType.Object;
528 textureAsset.Data = texture_list[i].AsBinary(); 759 assType = (sbyte)AssetType.Object;
529 m_assetService.Store(textureAsset);
530 textures.Add(textureAsset.FullID);
531 }
532 760
533 for (int i = 0; i < mesh_list.Count; i++) 761 List<Vector3> positions = new List<Vector3>();
534 { 762 List<Quaternion> rotations = new List<Quaternion>();
535 PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateBox(); 763 OSDMap request = (OSDMap)OSDParser.DeserializeLLSDXml(data);
764
765 // compare and get updated information
536 766
537 Primitive.TextureEntry textureEntry 767 bool mismatchError = true;
538 = new Primitive.TextureEntry(Primitive.TextureEntry.WHITE_TEXTURE);
539 OSDMap inner_instance_list = (OSDMap)instance_list[i];
540 768
541 OSDArray face_list = (OSDArray)inner_instance_list["face_list"]; 769 while (mismatchError)
542 for (uint face = 0; face < face_list.Count; face++)
543 { 770 {
544 OSDMap faceMap = (OSDMap)face_list[(int)face]; 771 mismatchError = false;
545 Primitive.TextureEntryFace f = pbs.Textures.CreateFace(face); 772 }
546 if(faceMap.ContainsKey("fullbright"))
547 f.Fullbright = faceMap["fullbright"].AsBoolean();
548 if (faceMap.ContainsKey ("diffuse_color"))
549 f.RGBA = faceMap["diffuse_color"].AsColor4();
550 773
551 int textureNum = faceMap["image"].AsInteger(); 774 if (mismatchError)
552 float imagerot = faceMap["imagerot"].AsInteger(); 775 {
553 float offsets = (float)faceMap["offsets"].AsReal(); 776 error = "Upload and fee estimation information don't match";
554 float offsett = (float)faceMap["offsett"].AsReal(); 777 lock (m_ModelCost)
555 float scales = (float)faceMap["scales"].AsReal(); 778 m_FileAgentInventoryState = FileAgentInventoryState.idle;
556 float scalet = (float)faceMap["scalet"].AsReal();
557 779
558 if(imagerot != 0) 780 return;
559 f.Rotation = imagerot; 781 }
560 782
561 if(offsets != 0) 783 OSDArray instance_list = (OSDArray)request["instance_list"];
562 f.OffsetU = offsets; 784 OSDArray mesh_list = (OSDArray)request["mesh_list"];
785 OSDArray texture_list = (OSDArray)request["texture_list"];
786 SceneObjectGroup grp = null;
563 787
564 if (offsett != 0) 788 // create and store texture assets
565 f.OffsetV = offsett; 789 bool doTextInv = (!istest && m_enableModelUploadTextureToInventory &&
790 texturesFolder != UUID.Zero);
566 791
567 if (scales != 0)
568 f.RepeatU = scales;
569 792
570 if (scalet != 0) 793 List<UUID> textures = new List<UUID>();
571 f.RepeatV = scalet;
572 794
573 if (textures.Count > textureNum) 795
574 f.TextureID = textures[textureNum]; 796 if (doTextInv)
575 else 797 m_Scene.TryGetClient(m_HostCapsObj.AgentID, out client);
576 f.TextureID = Primitive.TextureEntry.WHITE_TEXTURE;
577 798
578 textureEntry.FaceTextures[face] = f; 799 if(client == null) // don't put textures in inventory if there is no client
800 doTextInv = false;
801
802 for (int i = 0; i < texture_list.Count; i++)
803 {
804 AssetBase textureAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Texture, creatorIDstr);
805 textureAsset.Data = texture_list[i].AsBinary();
806 if (istest)
807 textureAsset.Local = true;
808 m_assetService.Store(textureAsset);
809 textures.Add(textureAsset.FullID);
810
811 if (doTextInv)
812 {
813 string name = assetName;
814 if (name.Length > 25)
815 name = name.Substring(0, 24);
816 name += "_Texture#" + i.ToString();
817 InventoryItemBase texitem = new InventoryItemBase();
818 texitem.Owner = m_HostCapsObj.AgentID;
819 texitem.CreatorId = creatorIDstr;
820 texitem.CreatorData = String.Empty;
821 texitem.ID = UUID.Random();
822 texitem.AssetID = textureAsset.FullID;
823 texitem.Description = "mesh model texture";
824 texitem.Name = name;
825 texitem.AssetType = (int)AssetType.Texture;
826 texitem.InvType = (int)InventoryType.Texture;
827 texitem.Folder = texturesFolder;
828
829 texitem.CurrentPermissions
830 = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
831
832 texitem.BasePermissions = (uint)PermissionMask.All;
833 texitem.EveryOnePermissions = 0;
834 texitem.NextPermissions = (uint)PermissionMask.All;
835 texitem.CreationDate = Util.UnixTimeSinceEpoch();
836
837 m_Scene.AddInventoryItem(client, texitem);
838 texitem = null;
839 }
579 } 840 }
580 841
581 pbs.TextureEntry = textureEntry.GetBytes(); 842 // create and store meshs assets
843 List<UUID> meshAssets = new List<UUID>();
844 for (int i = 0; i < mesh_list.Count; i++)
845 {
846 AssetBase meshAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Mesh, creatorIDstr);
847 meshAsset.Data = mesh_list[i].AsBinary();
848 if (istest)
849 meshAsset.Local = true;
850 m_assetService.Store(meshAsset);
851 meshAssets.Add(meshAsset.FullID);
852 }
582 853
583 AssetBase meshAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Mesh, ""); 854 int skipedMeshs = 0;
584 meshAsset.Data = mesh_list[i].AsBinary(); 855 // build prims from instances
585 m_assetService.Store(meshAsset); 856 for (int i = 0; i < instance_list.Count; i++)
857 {
858 OSDMap inner_instance_list = (OSDMap)instance_list[i];
586 859
587 pbs.SculptEntry = true; 860 // skip prims that are 2 small
588 pbs.SculptTexture = meshAsset.FullID; 861 Vector3 scale = inner_instance_list["scale"].AsVector3();
589 pbs.SculptType = (byte)SculptType.Mesh;
590 pbs.SculptData = meshAsset.Data;
591 862
592 Vector3 position = inner_instance_list["position"].AsVector3(); 863 if (scale.X < m_PrimScaleMin || scale.Y < m_PrimScaleMin || scale.Z < m_PrimScaleMin)
593 Vector3 scale = inner_instance_list["scale"].AsVector3(); 864 {
594 Quaternion rotation = inner_instance_list["rotation"].AsQuaternion(); 865 skipedMeshs++;
866 continue;
867 }
868
869 PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateBox();
870
871 Primitive.TextureEntry textureEntry
872 = new Primitive.TextureEntry(Primitive.TextureEntry.WHITE_TEXTURE);
873
874
875 OSDArray face_list = (OSDArray)inner_instance_list["face_list"];
876 for (uint face = 0; face < face_list.Count; face++)
877 {
878 OSDMap faceMap = (OSDMap)face_list[(int)face];
879 Primitive.TextureEntryFace f = pbs.Textures.CreateFace(face);
880 if (faceMap.ContainsKey("fullbright"))
881 f.Fullbright = faceMap["fullbright"].AsBoolean();
882 if (faceMap.ContainsKey("diffuse_color"))
883 f.RGBA = faceMap["diffuse_color"].AsColor4();
884
885 int textureNum = faceMap["image"].AsInteger();
886 float imagerot = faceMap["imagerot"].AsInteger();
887 float offsets = (float)faceMap["offsets"].AsReal();
888 float offsett = (float)faceMap["offsett"].AsReal();
889 float scales = (float)faceMap["scales"].AsReal();
890 float scalet = (float)faceMap["scalet"].AsReal();
891
892 if (imagerot != 0)
893 f.Rotation = imagerot;
894
895 if (offsets != 0)
896 f.OffsetU = offsets;
897
898 if (offsett != 0)
899 f.OffsetV = offsett;
900
901 if (scales != 0)
902 f.RepeatU = scales;
903
904 if (scalet != 0)
905 f.RepeatV = scalet;
906
907 if (textures.Count > textureNum)
908 f.TextureID = textures[textureNum];
909 else
910 f.TextureID = Primitive.TextureEntry.WHITE_TEXTURE;
911
912 textureEntry.FaceTextures[face] = f;
913 }
914
915 pbs.TextureEntry = textureEntry.GetBytes();
916
917 bool hasmesh = false;
918 if (inner_instance_list.ContainsKey("mesh")) // seems to happen always but ...
919 {
920 int meshindx = inner_instance_list["mesh"].AsInteger();
921 if (meshAssets.Count > meshindx)
922 {
923 pbs.SculptEntry = true;
924 pbs.SculptType = (byte)SculptType.Mesh;
925 pbs.SculptTexture = meshAssets[meshindx]; // actual asset UUID after meshs suport introduction
926 // data will be requested from asset on rez (i hope)
927 hasmesh = true;
928 }
929 }
930
931 Vector3 position = inner_instance_list["position"].AsVector3();
932 Quaternion rotation = inner_instance_list["rotation"].AsQuaternion();
933
934 // for now viwers do send fixed defaults
935 // but this may change
936// int physicsShapeType = inner_instance_list["physics_shape_type"].AsInteger();
937 byte physicsShapeType = (byte)PhysShapeType.prim; // default for mesh is simple convex
938 if(hasmesh)
939 physicsShapeType = (byte) PhysShapeType.convex; // default for mesh is simple convex
940// int material = inner_instance_list["material"].AsInteger();
941 byte material = (byte)Material.Wood;
595 942
596// no longer used - begin ------------------------ 943// no longer used - begin ------------------------
597// int physicsShapeType = inner_instance_list["physics_shape_type"].AsInteger();
598// int material = inner_instance_list["material"].AsInteger();
599// int mesh = inner_instance_list["mesh"].AsInteger(); 944// int mesh = inner_instance_list["mesh"].AsInteger();
600 945
601// OSDMap permissions = (OSDMap)inner_instance_list["permissions"]; 946// OSDMap permissions = (OSDMap)inner_instance_list["permissions"];
@@ -610,24 +955,42 @@ namespace OpenSim.Region.ClientStack.Linden
610// UUID owner_id = permissions["owner_id"].AsUUID(); 955// UUID owner_id = permissions["owner_id"].AsUUID();
611// int owner_mask = permissions["owner_mask"].AsInteger(); 956// int owner_mask = permissions["owner_mask"].AsInteger();
612// no longer used - end ------------------------ 957// no longer used - end ------------------------
958
959
960 SceneObjectPart prim
961 = new SceneObjectPart(owner_id, pbs, position, Quaternion.Identity, Vector3.Zero);
962
963 prim.Scale = scale;
964 rotations.Add(rotation);
965 positions.Add(position);
966 prim.UUID = UUID.Random();
967 prim.CreatorID = creatorID;
968 prim.OwnerID = owner_id;
969 prim.GroupID = UUID.Zero;
970 prim.LastOwnerID = creatorID;
971 prim.CreationDate = Util.UnixTimeSinceEpoch();
972
973 if (grp == null)
974 prim.Name = assetName;
975 else
976 prim.Name = assetName + "#" + i.ToString();
613 977
614 UUID owner_id = m_HostCapsObj.AgentID; 978 if (restrictPerms)
979 {
980 prim.BaseMask = (uint)(PermissionMask.Move | PermissionMask.Modify);
981 prim.EveryoneMask = 0;
982 prim.GroupMask = 0;
983 prim.NextOwnerMask = 0;
984 prim.OwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify);
985 }
615 986
616 SceneObjectPart prim 987 if(istest)
617 = new SceneObjectPart(owner_id, pbs, position, Quaternion.Identity, Vector3.Zero); 988 prim.Description = "For testing only. Other uses are prohibited";
989 else
990 prim.Description = "";
618 991
619 prim.Scale = scale; 992 prim.Material = material;
620 prim.OffsetPosition = position; 993 prim.PhysicsShapeType = physicsShapeType;
621 rotations.Add(rotation);
622 positions.Add(position);
623 prim.UUID = UUID.Random();
624 prim.CreatorID = owner_id;
625 prim.OwnerID = owner_id;
626 prim.GroupID = UUID.Zero;
627 prim.LastOwnerID = prim.OwnerID;
628 prim.CreationDate = Util.UnixTimeSinceEpoch();
629 prim.Name = assetName;
630 prim.Description = "";
631 994
632// prim.BaseMask = (uint)base_mask; 995// prim.BaseMask = (uint)base_mask;
633// prim.EveryoneMask = (uint)everyone_mask; 996// prim.EveryoneMask = (uint)everyone_mask;
@@ -635,37 +998,64 @@ namespace OpenSim.Region.ClientStack.Linden
635// prim.NextOwnerMask = (uint)next_owner_mask; 998// prim.NextOwnerMask = (uint)next_owner_mask;
636// prim.OwnerMask = (uint)owner_mask; 999// prim.OwnerMask = (uint)owner_mask;
637 1000
638 if (grp == null) 1001 if (grp == null)
639 grp = new SceneObjectGroup(prim); 1002 {
640 else 1003 grp = new SceneObjectGroup(prim);
641 grp.AddPart(prim); 1004 grp.LastOwnerID = creatorID;
642 } 1005 }
1006 else
1007 grp.AddPart(prim);
1008 }
643 1009
644 // Fix first link number 1010 Vector3 rootPos = positions[0];
645 if (grp.Parts.Length > 1)
646 grp.RootPart.LinkNum++;
647 1011
648 Vector3 rootPos = positions[0]; 1012 if (grp.Parts.Length > 1)
649 grp.AbsolutePosition = rootPos; 1013 {
650 for (int i = 0; i < positions.Count; i++) 1014 // Fix first link number
651 { 1015 grp.RootPart.LinkNum++;
652 Vector3 offset = positions[i] - rootPos; 1016
653 grp.Parts[i].OffsetPosition = offset; 1017 Quaternion rootRotConj = Quaternion.Conjugate(rotations[0]);
1018 Quaternion tmprot;
1019 Vector3 offset;
1020
1021 // fix children rotations and positions
1022 for (int i = 1; i < rotations.Count; i++)
1023 {
1024 tmprot = rotations[i];
1025 tmprot = rootRotConj * tmprot;
1026
1027 grp.Parts[i].RotationOffset = tmprot;
1028
1029 offset = positions[i] - rootPos;
1030
1031 offset *= rootRotConj;
1032 grp.Parts[i].OffsetPosition = offset;
1033 }
1034
1035 grp.AbsolutePosition = rootPos;
1036 grp.UpdateGroupRotationR(rotations[0]);
1037 }
1038 else
1039 {
1040 grp.AbsolutePosition = rootPos;
1041 grp.UpdateGroupRotationR(rotations[0]);
1042 }
1043
1044 data = ASCIIEncoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(grp));
654 } 1045 }
655 1046
656 for (int i = 0; i < rotations.Count; i++) 1047 else // not a mesh model
657 { 1048 {
658 if (i != 0) 1049 m_log.ErrorFormat("[CAPS Asset Upload] got unsuported assetType for object upload");
659 grp.Parts[i].RotationOffset = rotations[i]; 1050 return;
660 } 1051 }
661
662 grp.UpdateGroupRotationR(rotations[0]);
663 data = ASCIIEncoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(grp));
664 } 1052 }
665 1053
666 AssetBase asset; 1054 AssetBase asset;
667 asset = new AssetBase(assetID, assetName, assType, m_HostCapsObj.AgentID.ToString()); 1055 asset = new AssetBase(assetID, assetName, assType, creatorIDstr);
668 asset.Data = data; 1056 asset.Data = data;
1057 if (istest)
1058 asset.Local = true;
669 if (AddNewAsset != null) 1059 if (AddNewAsset != null)
670 AddNewAsset(asset); 1060 AddNewAsset(asset);
671 else if (m_assetService != null) 1061 else if (m_assetService != null)
@@ -673,11 +1063,17 @@ namespace OpenSim.Region.ClientStack.Linden
673 1063
674 InventoryItemBase item = new InventoryItemBase(); 1064 InventoryItemBase item = new InventoryItemBase();
675 item.Owner = m_HostCapsObj.AgentID; 1065 item.Owner = m_HostCapsObj.AgentID;
676 item.CreatorId = m_HostCapsObj.AgentID.ToString(); 1066 item.CreatorId = creatorIDstr;
677 item.CreatorData = String.Empty; 1067 item.CreatorData = String.Empty;
678 item.ID = inventoryItem; 1068 item.ID = inventoryItem;
679 item.AssetID = asset.FullID; 1069 item.AssetID = asset.FullID;
680 item.Description = assetDescription; 1070 if (istest)
1071 {
1072 item.Description = "For testing only. Other uses are prohibited";
1073 item.Flags = (uint) (InventoryItemFlags.SharedSingleReference);
1074 }
1075 else
1076 item.Description = assetDescription;
681 item.Name = assetName; 1077 item.Name = assetName;
682 item.AssetType = assType; 1078 item.AssetType = assType;
683 item.InvType = inType; 1079 item.InvType = inType;
@@ -685,18 +1081,60 @@ namespace OpenSim.Region.ClientStack.Linden
685 1081
686 // If we set PermissionMask.All then when we rez the item the next permissions will replace the current 1082 // If we set PermissionMask.All then when we rez the item the next permissions will replace the current
687 // (owner) permissions. This becomes a problem if next permissions are changed. 1083 // (owner) permissions. This becomes a problem if next permissions are changed.
688 item.CurrentPermissions
689 = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
690 1084
691 item.BasePermissions = (uint)PermissionMask.All; 1085 if (restrictPerms)
692 item.EveryOnePermissions = 0; 1086 {
693 item.NextPermissions = (uint)PermissionMask.All; 1087 item.CurrentPermissions
1088 = (uint)(PermissionMask.Move | PermissionMask.Modify);
1089
1090 item.BasePermissions = (uint)(PermissionMask.Move | PermissionMask.Modify);
1091 item.EveryOnePermissions = 0;
1092 item.NextPermissions = 0;
1093 }
1094 else
1095 {
1096 item.CurrentPermissions
1097 = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
1098
1099 item.BasePermissions = (uint)PermissionMask.All;
1100 item.EveryOnePermissions = 0;
1101 item.NextPermissions = (uint)PermissionMask.All;
1102 }
1103
694 item.CreationDate = Util.UnixTimeSinceEpoch(); 1104 item.CreationDate = Util.UnixTimeSinceEpoch();
695 1105
1106 m_Scene.TryGetClient(m_HostCapsObj.AgentID, out client);
1107
696 if (AddNewInventoryItem != null) 1108 if (AddNewInventoryItem != null)
697 { 1109 {
698 AddNewInventoryItem(m_HostCapsObj.AgentID, item); 1110 if (istest)
1111 {
1112 m_Scene.AddInventoryItem(client, item);
1113/*
1114 AddNewInventoryItem(m_HostCapsObj.AgentID, item, 0);
1115 if (client != null)
1116 client.SendAgentAlertMessage("Upload will have no cost, for personal test purposes only. Other uses are forbiden. Items may not work on a another region" , true);
1117 */
1118 }
1119 else
1120 {
1121 AddNewInventoryItem(m_HostCapsObj.AgentID, item, (uint)cost);
1122// if (client != null)
1123// {
1124// // let users see anything.. i don't so far
1125// string str;
1126// if (cost > 0)
1127// // dont remember where is money unit name to put here
1128// str = "Upload complete. charged " + cost.ToString() + "$";
1129// else
1130// str = "Upload complete";
1131// client.SendAgentAlertMessage(str, true);
1132// }
1133 }
699 } 1134 }
1135
1136 lock (m_ModelCost)
1137 m_FileAgentInventoryState = FileAgentInventoryState.idle;
700 } 1138 }
701 1139
702 /// <summary> 1140 /// <summary>
@@ -858,6 +1296,151 @@ namespace OpenSim.Region.ClientStack.Linden
858 return LLSDHelpers.SerialiseLLSDReply(response); 1296 return LLSDHelpers.SerialiseLLSDReply(response);
859 } 1297 }
860 1298
1299 public string GetObjectPhysicsData(string request, string path,
1300 string param, IOSHttpRequest httpRequest,
1301 IOSHttpResponse httpResponse)
1302 {
1303 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
1304 OSDMap resp = new OSDMap();
1305 OSDArray object_ids = (OSDArray)req["object_ids"];
1306
1307 for (int i = 0 ; i < object_ids.Count ; i++)
1308 {
1309 UUID uuid = object_ids[i].AsUUID();
1310
1311 SceneObjectPart obj = m_Scene.GetSceneObjectPart(uuid);
1312 if (obj != null)
1313 {
1314 OSDMap object_data = new OSDMap();
1315
1316 object_data["PhysicsShapeType"] = obj.PhysicsShapeType;
1317 object_data["Density"] = obj.Density;
1318 object_data["Friction"] = obj.Friction;
1319 object_data["Restitution"] = obj.Bounciness;
1320 object_data["GravityMultiplier"] = obj.GravityModifier;
1321
1322 resp[uuid.ToString()] = object_data;
1323 }
1324 }
1325
1326 string response = OSDParser.SerializeLLSDXmlString(resp);
1327 return response;
1328 }
1329
1330 public string GetObjectCost(string request, string path,
1331 string param, IOSHttpRequest httpRequest,
1332 IOSHttpResponse httpResponse)
1333 {
1334 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
1335 OSDMap resp = new OSDMap();
1336
1337 OSDArray object_ids = (OSDArray)req["object_ids"];
1338
1339 for (int i = 0; i < object_ids.Count; i++)
1340 {
1341 UUID uuid = object_ids[i].AsUUID();
1342
1343 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
1344
1345 if (part != null)
1346 {
1347 SceneObjectGroup grp = part.ParentGroup;
1348 if (grp != null)
1349 {
1350 float linksetCost;
1351 float linksetPhysCost;
1352 float partCost;
1353 float partPhysCost;
1354
1355 grp.GetResourcesCosts(part, out linksetCost, out linksetPhysCost, out partCost, out partPhysCost);
1356
1357 OSDMap object_data = new OSDMap();
1358 object_data["linked_set_resource_cost"] = linksetCost;
1359 object_data["resource_cost"] = partCost;
1360 object_data["physics_cost"] = partPhysCost;
1361 object_data["linked_set_physics_cost"] = linksetPhysCost;
1362
1363 resp[uuid.ToString()] = object_data;
1364 }
1365 }
1366 }
1367
1368 string response = OSDParser.SerializeLLSDXmlString(resp);
1369 return response;
1370 }
1371
1372 public string ResourceCostSelected(string request, string path,
1373 string param, IOSHttpRequest httpRequest,
1374 IOSHttpResponse httpResponse)
1375 {
1376 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
1377 OSDMap resp = new OSDMap();
1378
1379
1380 float phys=0;
1381 float stream=0;
1382 float simul=0;
1383
1384 if (req.ContainsKey("selected_roots"))
1385 {
1386 OSDArray object_ids = (OSDArray)req["selected_roots"];
1387
1388 // should go by SOG suming costs for all parts
1389 // ll v3 works ok with several objects select we get the list and adds ok
1390 // FS calls per object so results are wrong guess fs bug
1391 for (int i = 0; i < object_ids.Count; i++)
1392 {
1393 UUID uuid = object_ids[i].AsUUID();
1394 float Physc;
1395 float simulc;
1396 float streamc;
1397
1398 SceneObjectGroup grp = m_Scene.GetGroupByPrim(uuid);
1399 if (grp != null)
1400 {
1401 grp.GetSelectedCosts(out Physc, out streamc, out simulc);
1402 phys += Physc;
1403 stream += streamc;
1404 simul += simulc;
1405 }
1406 }
1407 }
1408 else if (req.ContainsKey("selected_prims"))
1409 {
1410 OSDArray object_ids = (OSDArray)req["selected_prims"];
1411
1412 // don't see in use in any of the 2 viewers
1413 // guess it should be for edit linked but... nothing
1414 // should go to SOP per part
1415 for (int i = 0; i < object_ids.Count; i++)
1416 {
1417 UUID uuid = object_ids[i].AsUUID();
1418
1419 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
1420 if (part != null)
1421 {
1422 phys += part.PhysicsCost;
1423 stream += part.StreamingCost;
1424 simul += part.SimulationCost;
1425 }
1426 }
1427 }
1428
1429 if (simul != 0)
1430 {
1431 OSDMap object_data = new OSDMap();
1432
1433 object_data["physics"] = phys;
1434 object_data["streaming"] = stream;
1435 object_data["simulation"] = simul;
1436
1437 resp["selected"] = object_data;
1438 }
1439
1440 string response = OSDParser.SerializeLLSDXmlString(resp);
1441 return response;
1442 }
1443
861 public string UpdateAgentInformation(string request, string path, 1444 public string UpdateAgentInformation(string request, string path,
862 string param, IOSHttpRequest httpRequest, 1445 string param, IOSHttpRequest httpRequest,
863 IOSHttpResponse httpResponse) 1446 IOSHttpResponse httpResponse)
@@ -877,6 +1460,10 @@ namespace OpenSim.Region.ClientStack.Linden
877 1460
878 public class AssetUploader 1461 public class AssetUploader
879 { 1462 {
1463 private static readonly ILog m_log =
1464 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
1465
1466
880 public event UpLoadedAsset OnUpLoad; 1467 public event UpLoadedAsset OnUpLoad;
881 private UpLoadedAsset handlerUpLoad = null; 1468 private UpLoadedAsset handlerUpLoad = null;
882 1469
@@ -891,10 +1478,21 @@ namespace OpenSim.Region.ClientStack.Linden
891 1478
892 private string m_invType = String.Empty; 1479 private string m_invType = String.Empty;
893 private string m_assetType = String.Empty; 1480 private string m_assetType = String.Empty;
1481 private int m_cost;
1482 private string m_error = String.Empty;
1483
1484 private Timer m_timeoutTimer = new Timer();
1485 private UUID m_texturesFolder;
1486 private int m_nreqtextures;
1487 private int m_nreqmeshs;
1488 private int m_nreqinstances;
1489 private bool m_IsAtestUpload;
894 1490
895 public AssetUploader(string assetName, string description, UUID assetID, UUID inventoryItem, 1491 public AssetUploader(string assetName, string description, UUID assetID, UUID inventoryItem,
896 UUID parentFolderID, string invType, string assetType, string path, 1492 UUID parentFolderID, string invType, string assetType, string path,
897 IHttpServer httpServer, bool dumpAssetsToFile) 1493 IHttpServer httpServer, bool dumpAssetsToFile,
1494 int totalCost, UUID texturesFolder, int nreqtextures, int nreqmeshs, int nreqinstances,
1495 bool IsAtestUpload)
898 { 1496 {
899 m_assetName = assetName; 1497 m_assetName = assetName;
900 m_assetDes = description; 1498 m_assetDes = description;
@@ -906,6 +1504,18 @@ namespace OpenSim.Region.ClientStack.Linden
906 m_assetType = assetType; 1504 m_assetType = assetType;
907 m_invType = invType; 1505 m_invType = invType;
908 m_dumpAssetsToFile = dumpAssetsToFile; 1506 m_dumpAssetsToFile = dumpAssetsToFile;
1507 m_cost = totalCost;
1508
1509 m_texturesFolder = texturesFolder;
1510 m_nreqtextures = nreqtextures;
1511 m_nreqmeshs = nreqmeshs;
1512 m_nreqinstances = nreqinstances;
1513 m_IsAtestUpload = IsAtestUpload;
1514
1515 m_timeoutTimer.Elapsed += TimedOut;
1516 m_timeoutTimer.Interval = 120000;
1517 m_timeoutTimer.AutoReset = false;
1518 m_timeoutTimer.Start();
909 } 1519 }
910 1520
911 /// <summary> 1521 /// <summary>
@@ -920,12 +1530,14 @@ namespace OpenSim.Region.ClientStack.Linden
920 UUID inv = inventoryItemID; 1530 UUID inv = inventoryItemID;
921 string res = String.Empty; 1531 string res = String.Empty;
922 LLSDAssetUploadComplete uploadComplete = new LLSDAssetUploadComplete(); 1532 LLSDAssetUploadComplete uploadComplete = new LLSDAssetUploadComplete();
1533/*
923 uploadComplete.new_asset = newAssetID.ToString(); 1534 uploadComplete.new_asset = newAssetID.ToString();
924 uploadComplete.new_inventory_item = inv; 1535 uploadComplete.new_inventory_item = inv;
925 uploadComplete.state = "complete"; 1536 uploadComplete.state = "complete";
926 1537
927 res = LLSDHelpers.SerialiseLLSDReply(uploadComplete); 1538 res = LLSDHelpers.SerialiseLLSDReply(uploadComplete);
928 1539*/
1540 m_timeoutTimer.Stop();
929 httpListener.RemoveStreamHandler("POST", uploaderPath); 1541 httpListener.RemoveStreamHandler("POST", uploaderPath);
930 1542
931 // TODO: probably make this a better set of extensions here 1543 // TODO: probably make this a better set of extensions here
@@ -942,12 +1554,49 @@ namespace OpenSim.Region.ClientStack.Linden
942 handlerUpLoad = OnUpLoad; 1554 handlerUpLoad = OnUpLoad;
943 if (handlerUpLoad != null) 1555 if (handlerUpLoad != null)
944 { 1556 {
945 handlerUpLoad(m_assetName, m_assetDes, newAssetID, inv, parentFolder, data, m_invType, m_assetType); 1557 handlerUpLoad(m_assetName, m_assetDes, newAssetID, inv, parentFolder, data, m_invType, m_assetType,
1558 m_cost, m_texturesFolder, m_nreqtextures, m_nreqmeshs, m_nreqinstances, m_IsAtestUpload, ref m_error);
946 } 1559 }
1560 if (m_IsAtestUpload)
1561 {
1562 LLSDAssetUploadError resperror = new LLSDAssetUploadError();
1563 resperror.message = "Upload SUCESSEFULL for testing purposes only. Other uses are prohibited. Item will not work after 48 hours or on other regions";
1564 resperror.identifier = inv;
1565
1566 uploadComplete.error = resperror;
1567 uploadComplete.state = "Upload4Testing";
1568 }
1569 else
1570 {
1571 if (m_error == String.Empty)
1572 {
1573 uploadComplete.new_asset = newAssetID.ToString();
1574 uploadComplete.new_inventory_item = inv;
1575 // if (m_texturesFolder != UUID.Zero)
1576 // uploadComplete.new_texture_folder_id = m_texturesFolder;
1577 uploadComplete.state = "complete";
1578 }
1579 else
1580 {
1581 LLSDAssetUploadError resperror = new LLSDAssetUploadError();
1582 resperror.message = m_error;
1583 resperror.identifier = inv;
947 1584
1585 uploadComplete.error = resperror;
1586 uploadComplete.state = "failed";
1587 }
1588 }
1589
1590 res = LLSDHelpers.SerialiseLLSDReply(uploadComplete);
948 return res; 1591 return res;
949 } 1592 }
950 1593
1594 private void TimedOut(object sender, ElapsedEventArgs args)
1595 {
1596 m_log.InfoFormat("[CAPS]: Removing URL and handler for timed out mesh upload");
1597 httpListener.RemoveStreamHandler("POST", uploaderPath);
1598 }
1599
951 ///Left this in and commented in case there are unforseen issues 1600 ///Left this in and commented in case there are unforseen issues
952 //private void SaveAssetToFile(string filename, byte[] data) 1601 //private void SaveAssetToFile(string filename, byte[] data)
953 //{ 1602 //{
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/MeshCost.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/MeshCost.cs
new file mode 100644
index 0000000..4a3fae6
--- /dev/null
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/MeshCost.cs
@@ -0,0 +1,671 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker, Leal Duarte
3//
4
5using System;
6using System.IO;
7using System.Collections;
8using System.Collections.Generic;
9using System.Text;
10
11using OpenMetaverse;
12using OpenMetaverse.StructuredData;
13
14using OpenSim.Framework;
15using OpenSim.Region.Framework;
16using OpenSim.Region.Framework.Scenes;
17using OpenSim.Framework.Capabilities;
18
19using ComponentAce.Compression.Libs.zlib;
20
21using OSDArray = OpenMetaverse.StructuredData.OSDArray;
22using OSDMap = OpenMetaverse.StructuredData.OSDMap;
23
24namespace OpenSim.Region.ClientStack.Linden
25{
26 public struct ModelPrimLimits
27 {
28
29 }
30
31 public class ModelCost
32 {
33
34 // upload fee defaults
35 // fees are normalized to 1.0
36 // this parameters scale them to basic cost ( so 1.0 translates to 10 )
37
38 public float ModelMeshCostFactor = 0.0f; // scale total cost relative to basic (excluding textures)
39 public float ModelTextureCostFactor = 1.0f; // scale textures fee to basic.
40 public float ModelMinCostFactor = 0.0f; // 0.5f; // minimum total model free excluding textures
41
42 // itens costs in normalized values
43 // ie will be multiplied by basicCost and factors above
44 public float primCreationCost = 0.002f; // extra cost for each prim creation overhead
45 // weigthed size to normalized cost
46 public float bytecost = 1e-5f;
47
48 // mesh upload fees based on compressed data sizes
49 // several data sections are counted more that once
50 // to promote user optimization
51 // following parameters control how many extra times they are added
52 // to global size.
53 // LOD meshs
54 const float medSizeWth = 1f; // 2x
55 const float lowSizeWth = 1.5f; // 2.5x
56 const float lowestSizeWth = 2f; // 3x
57 // favor potencially physical optimized meshs versus automatic decomposition
58 const float physMeshSizeWth = 6f; // counts 7x
59 const float physHullSizeWth = 8f; // counts 9x
60
61 // stream cost area factors
62 // more or less like SL
63 const float highLodFactor = 17.36f;
64 const float midLodFactor = 277.78f;
65 const float lowLodFactor = 1111.11f;
66
67 // physics cost is below, identical to SL, assuming shape type convex
68 // server cost is below identical to SL assuming non scripted non physical object
69
70 // internal
71 const int bytesPerCoord = 6; // 3 coords, 2 bytes per each
72
73 // control prims dimensions
74 public float PrimScaleMin = 0.001f;
75 public float NonPhysicalPrimScaleMax = 256f;
76 public float PhysicalPrimScaleMax = 10f;
77 public int ObjectLinkedPartsMax = 512;
78
79 // storage for a single mesh asset cost parameters
80 private class ameshCostParam
81 {
82 // LOD sizes for size dependent streaming cost
83 public int highLODSize;
84 public int medLODSize;
85 public int lowLODSize;
86 public int lowestLODSize;
87 // normalized fee based on compressed data sizes
88 public float costFee;
89 // physics cost
90 public float physicsCost;
91 }
92
93 // calculates a mesh model costs
94 // returns false on error, with a reason on parameter error
95 // resources input LLSD request
96 // basicCost input region assets upload cost
97 // totalcost returns model total upload fee
98 // meshcostdata returns detailed costs for viewer
99 public bool MeshModelCost(LLSDAssetResource resources, int basicCost, out int totalcost,
100 LLSDAssetUploadResponseData meshcostdata, out string error, ref string warning)
101 {
102 totalcost = 0;
103 error = string.Empty;
104
105 if (resources == null ||
106 resources.instance_list == null ||
107 resources.instance_list.Array.Count == 0)
108 {
109 error = "missing model information.";
110 return false;
111 }
112
113 int numberInstances = resources.instance_list.Array.Count;
114
115 if( numberInstances > ObjectLinkedPartsMax )
116 {
117 error = "Model whould have more than " + ObjectLinkedPartsMax.ToString() + " linked prims";
118 return false;
119 }
120
121 meshcostdata.model_streaming_cost = 0.0;
122 meshcostdata.simulation_cost = 0.0;
123 meshcostdata.physics_cost = 0.0;
124 meshcostdata.resource_cost = 0.0;
125
126 meshcostdata.upload_price_breakdown.mesh_instance = 0;
127 meshcostdata.upload_price_breakdown.mesh_physics = 0;
128 meshcostdata.upload_price_breakdown.mesh_streaming = 0;
129 meshcostdata.upload_price_breakdown.model = 0;
130
131 int itmp;
132
133 // textures cost
134 if (resources.texture_list != null && resources.texture_list.Array.Count > 0)
135 {
136 float textures_cost = (float)(resources.texture_list.Array.Count * basicCost);
137 textures_cost *= ModelTextureCostFactor;
138
139 itmp = (int)(textures_cost + 0.5f); // round
140 meshcostdata.upload_price_breakdown.texture = itmp;
141 totalcost += itmp;
142 }
143
144 // meshs assets cost
145 float meshsfee = 0;
146 int numberMeshs = 0;
147 bool haveMeshs = false;
148 List<ameshCostParam> meshsCosts = new List<ameshCostParam>();
149
150 if (resources.mesh_list != null && resources.mesh_list.Array.Count > 0)
151 {
152 numberMeshs = resources.mesh_list.Array.Count;
153
154 for (int i = 0; i < numberMeshs; i++)
155 {
156 ameshCostParam curCost = new ameshCostParam();
157 byte[] data = (byte[])resources.mesh_list.Array[i];
158
159 if (!MeshCost(data, curCost, out error))
160 {
161 return false;
162 }
163 meshsCosts.Add(curCost);
164 meshsfee += curCost.costFee;
165 }
166 haveMeshs = true;
167 }
168
169 // instances (prims) cost
170
171
172 int mesh;
173 int skipedSmall = 0;
174 for (int i = 0; i < numberInstances; i++)
175 {
176 Hashtable inst = (Hashtable)resources.instance_list.Array[i];
177
178 ArrayList ascale = (ArrayList)inst["scale"];
179 Vector3 scale;
180 double tmp;
181 tmp = (double)ascale[0];
182 scale.X = (float)tmp;
183 tmp = (double)ascale[1];
184 scale.Y = (float)tmp;
185 tmp = (double)ascale[2];
186 scale.Z = (float)tmp;
187
188 if (scale.X < PrimScaleMin || scale.Y < PrimScaleMin || scale.Z < PrimScaleMin)
189 {
190 skipedSmall++;
191 continue;
192 }
193
194 if (scale.X > NonPhysicalPrimScaleMax || scale.Y > NonPhysicalPrimScaleMax || scale.Z > NonPhysicalPrimScaleMax)
195 {
196 error = "Model contains parts with sides larger than " + NonPhysicalPrimScaleMax.ToString() + "m. Please ajust scale";
197 return false;
198 }
199
200 if (haveMeshs && inst.ContainsKey("mesh"))
201 {
202 mesh = (int)inst["mesh"];
203
204 if (mesh >= numberMeshs)
205 {
206 error = "Incoerent model information.";
207 return false;
208 }
209
210 // streamming cost
211
212 float sqdiam = scale.LengthSquared();
213
214 ameshCostParam curCost = meshsCosts[mesh];
215 float mesh_streaming = streamingCost(curCost, sqdiam);
216
217 meshcostdata.model_streaming_cost += mesh_streaming;
218 meshcostdata.physics_cost += curCost.physicsCost;
219 }
220 else // instance as no mesh ??
221 {
222 // to do later if needed
223 meshcostdata.model_streaming_cost += 0.5f;
224 meshcostdata.physics_cost += 1.0f;
225 }
226
227 // assume unscripted and static prim server cost
228 meshcostdata.simulation_cost += 0.5f;
229 // charge for prims creation
230 meshsfee += primCreationCost;
231 }
232
233 if (skipedSmall > 0)
234 {
235 if (skipedSmall > numberInstances / 2)
236 {
237 error = "Model contains too many prims smaller than " + PrimScaleMin.ToString() +
238 "m minimum allowed size. Please check scalling";
239 return false;
240 }
241 else
242 warning += skipedSmall.ToString() + " of the requested " +numberInstances.ToString() +
243 " model prims will not upload because they are smaller than " + PrimScaleMin.ToString() +
244 "m minimum allowed size. Please check scalling ";
245 }
246
247 if (meshcostdata.physics_cost <= meshcostdata.model_streaming_cost)
248 meshcostdata.resource_cost = meshcostdata.model_streaming_cost;
249 else
250 meshcostdata.resource_cost = meshcostdata.physics_cost;
251
252 if (meshcostdata.resource_cost < meshcostdata.simulation_cost)
253 meshcostdata.resource_cost = meshcostdata.simulation_cost;
254
255 // scale cost
256 // at this point a cost of 1.0 whould mean basic cost
257 meshsfee *= ModelMeshCostFactor;
258
259 if (meshsfee < ModelMinCostFactor)
260 meshsfee = ModelMinCostFactor;
261
262 // actually scale it to basic cost
263 meshsfee *= (float)basicCost;
264
265 meshsfee += 0.5f; // rounding
266
267 totalcost += (int)meshsfee;
268
269 // breakdown prices
270 // don't seem to be in use so removed code for now
271
272 return true;
273 }
274
275 // single mesh asset cost
276 private bool MeshCost(byte[] data, ameshCostParam cost, out string error)
277 {
278 cost.highLODSize = 0;
279 cost.medLODSize = 0;
280 cost.lowLODSize = 0;
281 cost.lowestLODSize = 0;
282 cost.physicsCost = 0.0f;
283 cost.costFee = 0.0f;
284
285 error = string.Empty;
286
287 if (data == null || data.Length == 0)
288 {
289 error = "Missing model information.";
290 return false;
291 }
292
293 OSD meshOsd = null;
294 int start = 0;
295
296 error = "Invalid model data";
297
298 using (MemoryStream ms = new MemoryStream(data))
299 {
300 try
301 {
302 OSD osd = OSDParser.DeserializeLLSDBinary(ms);
303 if (osd is OSDMap)
304 meshOsd = (OSDMap)osd;
305 else
306 return false;
307 }
308 catch (Exception e)
309 {
310 return false;
311 }
312 start = (int)ms.Position;
313 }
314
315 OSDMap map = (OSDMap)meshOsd;
316 OSDMap tmpmap;
317
318 int highlod_size = 0;
319 int medlod_size = 0;
320 int lowlod_size = 0;
321 int lowestlod_size = 0;
322 int skin_size = 0;
323
324 int hulls_size = 0;
325 int phys_nhulls;
326 int phys_hullsvertices = 0;
327
328 int physmesh_size = 0;
329 int phys_ntriangles = 0;
330
331 int submesh_offset = -1;
332
333 if (map.ContainsKey("physics_convex"))
334 {
335 tmpmap = (OSDMap)map["physics_convex"];
336 if (tmpmap.ContainsKey("offset"))
337 submesh_offset = tmpmap["offset"].AsInteger() + start;
338 if (tmpmap.ContainsKey("size"))
339 hulls_size = tmpmap["size"].AsInteger();
340 }
341
342 if (submesh_offset < 0 || hulls_size == 0)
343 {
344 error = "Missing physics_convex block";
345 return false;
346 }
347
348 if (!hulls(data, submesh_offset, hulls_size, out phys_hullsvertices, out phys_nhulls))
349 {
350 error = "Bad physics_convex block";
351 return false;
352 }
353
354 submesh_offset = -1;
355
356 // only look for LOD meshs sizes
357
358 if (map.ContainsKey("high_lod"))
359 {
360 tmpmap = (OSDMap)map["high_lod"];
361 // see at least if there is a offset for this one
362 if (tmpmap.ContainsKey("offset"))
363 submesh_offset = tmpmap["offset"].AsInteger() + start;
364 if (tmpmap.ContainsKey("size"))
365 highlod_size = tmpmap["size"].AsInteger();
366 }
367
368 if (submesh_offset < 0 || highlod_size <= 0)
369 {
370 error = "Missing high_lod block";
371 return false;
372 }
373
374 bool haveprev = true;
375
376 if (map.ContainsKey("medium_lod"))
377 {
378 tmpmap = (OSDMap)map["medium_lod"];
379 if (tmpmap.ContainsKey("size"))
380 medlod_size = tmpmap["size"].AsInteger();
381 else
382 haveprev = false;
383 }
384
385 if (haveprev && map.ContainsKey("low_lod"))
386 {
387 tmpmap = (OSDMap)map["low_lod"];
388 if (tmpmap.ContainsKey("size"))
389 lowlod_size = tmpmap["size"].AsInteger();
390 else
391 haveprev = false;
392 }
393
394 if (haveprev && map.ContainsKey("lowest_lod"))
395 {
396 tmpmap = (OSDMap)map["lowest_lod"];
397 if (tmpmap.ContainsKey("size"))
398 lowestlod_size = tmpmap["size"].AsInteger();
399 }
400
401 if (map.ContainsKey("skin"))
402 {
403 tmpmap = (OSDMap)map["skin"];
404 if (tmpmap.ContainsKey("size"))
405 skin_size = tmpmap["size"].AsInteger();
406 }
407
408 cost.highLODSize = highlod_size;
409 cost.medLODSize = medlod_size;
410 cost.lowLODSize = lowlod_size;
411 cost.lowestLODSize = lowestlod_size;
412
413 submesh_offset = -1;
414
415 tmpmap = null;
416 if(map.ContainsKey("physics_mesh"))
417 tmpmap = (OSDMap)map["physics_mesh"];
418 else if (map.ContainsKey("physics_shape")) // old naming
419 tmpmap = (OSDMap)map["physics_shape"];
420
421 if(tmpmap != null)
422 {
423 if (tmpmap.ContainsKey("offset"))
424 submesh_offset = tmpmap["offset"].AsInteger() + start;
425 if (tmpmap.ContainsKey("size"))
426 physmesh_size = tmpmap["size"].AsInteger();
427
428 if (submesh_offset >= 0 || physmesh_size > 0)
429 {
430
431 if (!submesh(data, submesh_offset, physmesh_size, out phys_ntriangles))
432 {
433 error = "Model data parsing error";
434 return false;
435 }
436 }
437 }
438
439 // upload is done in convex shape type so only one hull
440 phys_hullsvertices++;
441 cost.physicsCost = 0.04f * phys_hullsvertices;
442
443 float sfee;
444
445 sfee = data.Length; // start with total compressed data size
446
447 // penalize lod meshs that should be more builder optimized
448 sfee += medSizeWth * medlod_size;
449 sfee += lowSizeWth * lowlod_size;
450 sfee += lowestSizeWth * lowlod_size;
451
452 // physics
453 // favor potencial optimized meshs versus automatic decomposition
454 if (physmesh_size != 0)
455 sfee += physMeshSizeWth * (physmesh_size + hulls_size / 4); // reduce cost of mandatory convex hull
456 else
457 sfee += physHullSizeWth * hulls_size;
458
459 // bytes to money
460 sfee *= bytecost;
461
462 cost.costFee = sfee;
463 return true;
464 }
465
466 // parses a LOD or physics mesh component
467 private bool submesh(byte[] data, int offset, int size, out int ntriangles)
468 {
469 ntriangles = 0;
470
471 OSD decodedMeshOsd = new OSD();
472 byte[] meshBytes = new byte[size];
473 System.Buffer.BlockCopy(data, offset, meshBytes, 0, size);
474 try
475 {
476 using (MemoryStream inMs = new MemoryStream(meshBytes))
477 {
478 using (MemoryStream outMs = new MemoryStream())
479 {
480 using (ZOutputStream zOut = new ZOutputStream(outMs))
481 {
482 byte[] readBuffer = new byte[4096];
483 int readLen = 0;
484 while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
485 {
486 zOut.Write(readBuffer, 0, readLen);
487 }
488 zOut.Flush();
489 outMs.Seek(0, SeekOrigin.Begin);
490
491 byte[] decompressedBuf = outMs.GetBuffer();
492 decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
493 }
494 }
495 }
496 }
497 catch (Exception e)
498 {
499 return false;
500 }
501
502 OSDArray decodedMeshOsdArray = null;
503 if ((!decodedMeshOsd is OSDArray))
504 return false;
505
506 byte[] dummy;
507
508 decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
509 foreach (OSD subMeshOsd in decodedMeshOsdArray)
510 {
511 if (subMeshOsd is OSDMap)
512 {
513 OSDMap subtmpmap = (OSDMap)subMeshOsd;
514 if (subtmpmap.ContainsKey("NoGeometry") && ((OSDBoolean)subtmpmap["NoGeometry"]))
515 continue;
516
517 if (!subtmpmap.ContainsKey("Position"))
518 return false;
519
520 if (subtmpmap.ContainsKey("TriangleList"))
521 {
522 dummy = subtmpmap["TriangleList"].AsBinary();
523 ntriangles += dummy.Length / bytesPerCoord;
524 }
525 else
526 return false;
527 }
528 }
529
530 return true;
531 }
532
533 // parses convex hulls component
534 private bool hulls(byte[] data, int offset, int size, out int nvertices, out int nhulls)
535 {
536 nvertices = 0;
537 nhulls = 1;
538
539 OSD decodedMeshOsd = new OSD();
540 byte[] meshBytes = new byte[size];
541 System.Buffer.BlockCopy(data, offset, meshBytes, 0, size);
542 try
543 {
544 using (MemoryStream inMs = new MemoryStream(meshBytes))
545 {
546 using (MemoryStream outMs = new MemoryStream())
547 {
548 using (ZOutputStream zOut = new ZOutputStream(outMs))
549 {
550 byte[] readBuffer = new byte[4096];
551 int readLen = 0;
552 while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
553 {
554 zOut.Write(readBuffer, 0, readLen);
555 }
556 zOut.Flush();
557 outMs.Seek(0, SeekOrigin.Begin);
558
559 byte[] decompressedBuf = outMs.GetBuffer();
560 decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
561 }
562 }
563 }
564 }
565 catch (Exception e)
566 {
567 return false;
568 }
569
570 OSDMap cmap = (OSDMap)decodedMeshOsd;
571 if (cmap == null)
572 return false;
573
574 byte[] dummy;
575
576 // must have one of this
577 if (cmap.ContainsKey("BoundingVerts"))
578 {
579 dummy = cmap["BoundingVerts"].AsBinary();
580 nvertices = dummy.Length / bytesPerCoord;
581 }
582 else
583 return false;
584
585/* upload is done with convex shape type
586 if (cmap.ContainsKey("HullList"))
587 {
588 dummy = cmap["HullList"].AsBinary();
589 nhulls += dummy.Length;
590 }
591
592
593 if (cmap.ContainsKey("Positions"))
594 {
595 dummy = cmap["Positions"].AsBinary();
596 nvertices = dummy.Length / bytesPerCoord;
597 }
598 */
599
600 return true;
601 }
602
603 // returns streaming cost from on mesh LODs sizes in curCost and square of prim size length
604 private float streamingCost(ameshCostParam curCost, float sqdiam)
605 {
606 // compute efective areas
607 float ma = 262144f;
608
609 float mh = sqdiam * highLodFactor;
610 if (mh > ma)
611 mh = ma;
612 float mm = sqdiam * midLodFactor;
613 if (mm > ma)
614 mm = ma;
615
616 float ml = sqdiam * lowLodFactor;
617 if (ml > ma)
618 ml = ma;
619
620 float mlst = ma;
621
622 mlst -= ml;
623 ml -= mm;
624 mm -= mh;
625
626 if (mlst < 1.0f)
627 mlst = 1.0f;
628 if (ml < 1.0f)
629 ml = 1.0f;
630 if (mm < 1.0f)
631 mm = 1.0f;
632 if (mh < 1.0f)
633 mh = 1.0f;
634
635 ma = mlst + ml + mm + mh;
636
637 // get LODs compressed sizes
638 // giving 384 bytes bonus
639 int lst = curCost.lowestLODSize - 384;
640 int l = curCost.lowLODSize - 384;
641 int m = curCost.medLODSize - 384;
642 int h = curCost.highLODSize - 384;
643
644 // use previus higher LOD size on missing ones
645 if (m <= 0)
646 m = h;
647 if (l <= 0)
648 l = m;
649 if (lst <= 0)
650 lst = l;
651
652 // force minumum sizes
653 if (lst < 16)
654 lst = 16;
655 if (l < 16)
656 l = 16;
657 if (m < 16)
658 m = 16;
659 if (h < 16)
660 h = 16;
661
662 // compute cost weighted by relative effective areas
663 float cost = (float)lst * mlst + (float)l * ml + (float)m * mm + (float)h * mh;
664 cost /= ma;
665
666 cost *= 0.004f; // overall tunning parameter
667
668 return cost;
669 }
670 }
671}
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
index 4d2c0f2..986a665 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
@@ -353,7 +353,7 @@ namespace OpenSim.Region.ClientStack.Linden
353 // TODO: Add EventQueueGet name/description for diagnostics 353 // TODO: Add EventQueueGet name/description for diagnostics
354 MainServer.Instance.AddPollServiceHTTPHandler( 354 MainServer.Instance.AddPollServiceHTTPHandler(
355 eventQueueGetPath, 355 eventQueueGetPath,
356 new PollServiceEventArgs(null, HasEvents, GetEvents, NoEvents, agentID)); 356 new PollServiceEventArgs(null, HasEvents, GetEvents, NoEvents, agentID, 1000));
357 357
358// m_log.DebugFormat( 358// m_log.DebugFormat(
359// "[EVENT QUEUE GET MODULE]: Registered EQG handler {0} for {1} in {2}", 359// "[EVENT QUEUE GET MODULE]: Registered EQG handler {0} for {1} in {2}",
@@ -395,7 +395,7 @@ namespace OpenSim.Region.ClientStack.Linden
395 } 395 }
396 } 396 }
397 397
398 public Hashtable GetEvents(UUID requestID, UUID pAgentId, string request) 398 public Hashtable GetEvents(UUID requestID, UUID pAgentId)
399 { 399 {
400 if (DebugLevel >= 2) 400 if (DebugLevel >= 2)
401 m_log.DebugFormat("POLLED FOR EQ MESSAGES BY {0} in {1}", pAgentId, m_scene.RegionInfo.RegionName); 401 m_log.DebugFormat("POLLED FOR EQ MESSAGES BY {0} in {1}", pAgentId, m_scene.RegionInfo.RegionName);
@@ -807,5 +807,13 @@ namespace OpenSim.Region.ClientStack.Linden
807 { 807 {
808 return EventQueueHelper.BuildEvent(eventName, eventBody); 808 return EventQueueHelper.BuildEvent(eventName, eventBody);
809 } 809 }
810
811 public void partPhysicsProperties(uint localID, byte physhapetype,
812 float density, float friction, float bounce, float gravmod,UUID avatarID)
813 {
814 OSD item = EventQueueHelper.partPhysicsProperties(localID, physhapetype,
815 density, friction, bounce, gravmod);
816 Enqueue(item, avatarID);
817 }
810 } 818 }
811} 819}
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
index 3f49aba..7dcf137 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
@@ -151,6 +151,12 @@ namespace OpenSim.Region.ClientStack.Linden
151 ulong regionHandle, byte simAccess, IPEndPoint regionExternalEndPoint, 151 ulong regionHandle, byte simAccess, IPEndPoint regionExternalEndPoint,
152 uint locationID, uint flags, string capsURL, UUID agentID) 152 uint locationID, uint flags, string capsURL, UUID agentID)
153 { 153 {
154 // not sure why flags get overwritten here
155 if ((flags & (uint)TeleportFlags.IsFlying) != 0)
156 flags = (uint)TeleportFlags.ViaLocation | (uint)TeleportFlags.IsFlying;
157 else
158 flags = (uint)TeleportFlags.ViaLocation;
159
154 OSDMap info = new OSDMap(); 160 OSDMap info = new OSDMap();
155 info.Add("AgentID", OSD.FromUUID(agentID)); 161 info.Add("AgentID", OSD.FromUUID(agentID));
156 info.Add("LocationID", OSD.FromInteger(4)); // TODO what is this? 162 info.Add("LocationID", OSD.FromInteger(4)); // TODO what is this?
@@ -159,7 +165,8 @@ namespace OpenSim.Region.ClientStack.Linden
159 info.Add("SimAccess", OSD.FromInteger(simAccess)); 165 info.Add("SimAccess", OSD.FromInteger(simAccess));
160 info.Add("SimIP", OSD.FromBinary(regionExternalEndPoint.Address.GetAddressBytes())); 166 info.Add("SimIP", OSD.FromBinary(regionExternalEndPoint.Address.GetAddressBytes()));
161 info.Add("SimPort", OSD.FromInteger(regionExternalEndPoint.Port)); 167 info.Add("SimPort", OSD.FromInteger(regionExternalEndPoint.Port));
162 info.Add("TeleportFlags", OSD.FromULong(1L << 4)); // AgentManager.TeleportFlags.ViaLocation 168// info.Add("TeleportFlags", OSD.FromULong(1L << 4)); // AgentManager.TeleportFlags.ViaLocation
169 info.Add("TeleportFlags", OSD.FromUInteger(flags));
163 170
164 OSDArray infoArr = new OSDArray(); 171 OSDArray infoArr = new OSDArray();
165 infoArr.Add(info); 172 infoArr.Add(info);
@@ -395,5 +402,25 @@ namespace OpenSim.Region.ClientStack.Linden
395 return message; 402 return message;
396 } 403 }
397 404
405 public static OSD partPhysicsProperties(uint localID, byte physhapetype,
406 float density, float friction, float bounce, float gravmod)
407 {
408
409 OSDMap physinfo = new OSDMap(6);
410 physinfo["LocalID"] = localID;
411 physinfo["Density"] = density;
412 physinfo["Friction"] = friction;
413 physinfo["GravityMultiplier"] = gravmod;
414 physinfo["Restitution"] = bounce;
415 physinfo["PhysicsShapeType"] = (int)physhapetype;
416
417 OSDArray array = new OSDArray(1);
418 array.Add(physinfo);
419
420 OSDMap llsdBody = new OSDMap(1);
421 llsdBody.Add("ObjectData", array);
422
423 return BuildEvent("ObjectPhysicsProperties", llsdBody);
424 }
398 } 425 }
399} 426}
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/GetMeshModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/GetMeshModule.cs
index 8e1f63a..908f628 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/GetMeshModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/GetMeshModule.cs
@@ -27,11 +27,14 @@
27 27
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic;
30using System.Collections.Specialized; 31using System.Collections.Specialized;
31using System.Reflection; 32using System.Reflection;
32using System.IO; 33using System.IO;
34using System.Threading;
33using System.Web; 35using System.Web;
34using Mono.Addins; 36using Mono.Addins;
37using OpenSim.Framework.Monitoring;
35using log4net; 38using log4net;
36using Nini.Config; 39using Nini.Config;
37using OpenMetaverse; 40using OpenMetaverse;
@@ -57,9 +60,45 @@ namespace OpenSim.Region.ClientStack.Linden
57 private IAssetService m_AssetService; 60 private IAssetService m_AssetService;
58 private bool m_Enabled = true; 61 private bool m_Enabled = true;
59 private string m_URL; 62 private string m_URL;
63
64 struct aPollRequest
65 {
66 public PollServiceMeshEventArgs thepoll;
67 public UUID reqID;
68 public Hashtable request;
69 }
70
71 public class aPollResponse
72 {
73 public Hashtable response;
74 public int bytes;
75 public int lod;
76 }
77
78
79 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
80
81 private static GetMeshHandler m_getMeshHandler;
82
83 private IAssetService m_assetService = null;
84
85 private Dictionary<UUID, string> m_capsDict = new Dictionary<UUID, string>();
86 private static Thread[] m_workerThreads = null;
87
88 private static OpenMetaverse.BlockingQueue<aPollRequest> m_queue =
89 new OpenMetaverse.BlockingQueue<aPollRequest>();
90
91 private Dictionary<UUID, PollServiceMeshEventArgs> m_pollservices = new Dictionary<UUID, PollServiceMeshEventArgs>();
60 92
61 #region Region Module interfaceBase Members 93 #region Region Module interfaceBase Members
62 94
95 ~GetMeshModule()
96 {
97 foreach (Thread t in m_workerThreads)
98 Watchdog.AbortThread(t.ManagedThreadId);
99
100 }
101
63 public Type ReplaceableInterface 102 public Type ReplaceableInterface
64 { 103 {
65 get { return null; } 104 get { return null; }
@@ -75,6 +114,7 @@ namespace OpenSim.Region.ClientStack.Linden
75 // Cap doesn't exist 114 // Cap doesn't exist
76 if (m_URL != string.Empty) 115 if (m_URL != string.Empty)
77 m_Enabled = true; 116 m_Enabled = true;
117
78 } 118 }
79 119
80 public void AddRegion(Scene pScene) 120 public void AddRegion(Scene pScene)
@@ -83,6 +123,8 @@ namespace OpenSim.Region.ClientStack.Linden
83 return; 123 return;
84 124
85 m_scene = pScene; 125 m_scene = pScene;
126
127 m_assetService = pScene.AssetService;
86 } 128 }
87 129
88 public void RemoveRegion(Scene scene) 130 public void RemoveRegion(Scene scene)
@@ -91,6 +133,9 @@ namespace OpenSim.Region.ClientStack.Linden
91 return; 133 return;
92 134
93 m_scene.EventManager.OnRegisterCaps -= RegisterCaps; 135 m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
136 m_scene.EventManager.OnDeregisterCaps -= DeregisterCaps;
137 m_scene.EventManager.OnThrottleUpdate -= ThrottleUpdate;
138
94 m_scene = null; 139 m_scene = null;
95 } 140 }
96 141
@@ -101,6 +146,27 @@ namespace OpenSim.Region.ClientStack.Linden
101 146
102 m_AssetService = m_scene.RequestModuleInterface<IAssetService>(); 147 m_AssetService = m_scene.RequestModuleInterface<IAssetService>();
103 m_scene.EventManager.OnRegisterCaps += RegisterCaps; 148 m_scene.EventManager.OnRegisterCaps += RegisterCaps;
149 // We'll reuse the same handler for all requests.
150 m_getMeshHandler = new GetMeshHandler(m_assetService);
151 m_scene.EventManager.OnDeregisterCaps += DeregisterCaps;
152 m_scene.EventManager.OnThrottleUpdate += ThrottleUpdate;
153
154 if (m_workerThreads == null)
155 {
156 m_workerThreads = new Thread[2];
157
158 for (uint i = 0; i < 2; i++)
159 {
160 m_workerThreads[i] = Watchdog.StartThread(DoMeshRequests,
161 String.Format("MeshWorkerThread{0}", i),
162 ThreadPriority.Normal,
163 false,
164 false,
165 null,
166 int.MaxValue);
167 }
168 }
169
104 } 170 }
105 171
106 172
@@ -110,25 +176,212 @@ namespace OpenSim.Region.ClientStack.Linden
110 176
111 #endregion 177 #endregion
112 178
179 private void DoMeshRequests()
180 {
181 while (true)
182 {
183 aPollRequest poolreq = m_queue.Dequeue();
184
185 poolreq.thepoll.Process(poolreq);
186 }
187 }
188
189 // Now we know when the throttle is changed by the client in the case of a root agent or by a neighbor region in the case of a child agent.
190 public void ThrottleUpdate(ScenePresence p)
191 {
192 byte[] throttles = p.ControllingClient.GetThrottlesPacked(1);
193 UUID user = p.UUID;
194 int imagethrottle = ExtractTaskThrottle(throttles);
195 PollServiceMeshEventArgs args;
196 if (m_pollservices.TryGetValue(user, out args))
197 {
198 args.UpdateThrottle(imagethrottle, p);
199 }
200 }
201
202 private int ExtractTaskThrottle(byte[] pthrottles)
203 {
204
205 byte[] adjData;
206 int pos = 0;
207
208 if (!BitConverter.IsLittleEndian)
209 {
210 byte[] newData = new byte[7 * 4];
211 Buffer.BlockCopy(pthrottles, 0, newData, 0, 7 * 4);
212
213 for (int i = 0; i < 7; i++)
214 Array.Reverse(newData, i * 4, 4);
215
216 adjData = newData;
217 }
218 else
219 {
220 adjData = pthrottles;
221 }
222
223 // 0.125f converts from bits to bytes
224 //int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
225 //pos += 4;
226 // int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
227 //pos += 4;
228 // int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
229 // pos += 4;
230 // int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
231 // pos += 4;
232 pos += 16;
233 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
234 // pos += 4;
235 //int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); //pos += 4;
236 //int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
237 return task;
238 }
239
240 private class PollServiceMeshEventArgs : PollServiceEventArgs
241 {
242 private List<Hashtable> requests =
243 new List<Hashtable>();
244 private Dictionary<UUID, aPollResponse> responses =
245 new Dictionary<UUID, aPollResponse>();
246
247 private Scene m_scene;
248 private MeshCapsDataThrottler m_throttler;
249 public PollServiceMeshEventArgs(UUID pId, Scene scene) :
250 base(null, null, null, null, pId, int.MaxValue)
251 {
252 m_scene = scene;
253 m_throttler = new MeshCapsDataThrottler(100000, 1400000, 10000, scene, pId);
254 // x is request id, y is userid
255 HasEvents = (x, y) =>
256 {
257 lock (responses)
258 {
259 bool ret = m_throttler.hasEvents(x, responses);
260 m_throttler.ProcessTime();
261 return ret;
262
263 }
264 };
265 GetEvents = (x, y) =>
266 {
267 lock (responses)
268 {
269 try
270 {
271 return responses[x].response;
272 }
273 finally
274 {
275 m_throttler.ProcessTime();
276 responses.Remove(x);
277 }
278 }
279 };
280 // x is request id, y is request data hashtable
281 Request = (x, y) =>
282 {
283 aPollRequest reqinfo = new aPollRequest();
284 reqinfo.thepoll = this;
285 reqinfo.reqID = x;
286 reqinfo.request = y;
287
288 m_queue.Enqueue(reqinfo);
289 };
290
291 // this should never happen except possible on shutdown
292 NoEvents = (x, y) =>
293 {
294 /*
295 lock (requests)
296 {
297 Hashtable request = requests.Find(id => id["RequestID"].ToString() == x.ToString());
298 requests.Remove(request);
299 }
300 */
301 Hashtable response = new Hashtable();
302
303 response["int_response_code"] = 500;
304 response["str_response_string"] = "Script timeout";
305 response["content_type"] = "text/plain";
306 response["keepalive"] = false;
307 response["reusecontext"] = false;
308
309 return response;
310 };
311 }
312
313 public void Process(aPollRequest requestinfo)
314 {
315 Hashtable response;
316
317 UUID requestID = requestinfo.reqID;
318
319 // If the avatar is gone, don't bother to get the texture
320 if (m_scene.GetScenePresence(Id) == null)
321 {
322 response = new Hashtable();
323
324 response["int_response_code"] = 500;
325 response["str_response_string"] = "Script timeout";
326 response["content_type"] = "text/plain";
327 response["keepalive"] = false;
328 response["reusecontext"] = false;
329
330 lock (responses)
331 responses[requestID] = new aPollResponse() { bytes = 0, response = response, lod = 0 };
332
333 return;
334 }
335
336 response = m_getMeshHandler.Handle(requestinfo.request);
337 lock (responses)
338 {
339 responses[requestID] = new aPollResponse()
340 {
341 bytes = (int)response["int_bytes"],
342 lod = (int)response["int_lod"],
343 response = response
344 };
345
346 }
347 m_throttler.ProcessTime();
348 }
349
350 internal void UpdateThrottle(int pimagethrottle, ScenePresence p)
351 {
352 m_throttler.UpdateThrottle(pimagethrottle, p);
353 }
354 }
113 355
114 public void RegisterCaps(UUID agentID, Caps caps) 356 public void RegisterCaps(UUID agentID, Caps caps)
115 { 357 {
116// UUID capID = UUID.Random(); 358// UUID capID = UUID.Random();
117
118 //caps.RegisterHandler("GetTexture", new StreamHandler("GET", "/CAPS/" + capID, ProcessGetTexture));
119 if (m_URL == "localhost") 359 if (m_URL == "localhost")
120 { 360 {
121// m_log.DebugFormat("[GETMESH]: /CAPS/{0} in region {1}", capID, m_scene.RegionInfo.RegionName); 361 string capUrl = "/CAPS/" + UUID.Random() + "/";
122 GetMeshHandler gmeshHandler = new GetMeshHandler(m_AssetService); 362
123 IRequestHandler reqHandler 363 // Register this as a poll service
124 = new RestHTTPHandler( 364 PollServiceMeshEventArgs args = new PollServiceMeshEventArgs(agentID, m_scene);
125 "GET", 365
126 "/CAPS/" + UUID.Random(), 366 args.Type = PollServiceEventArgs.EventType.Mesh;
127 httpMethod => gmeshHandler.ProcessGetMesh(httpMethod, UUID.Zero, null), 367 MainServer.Instance.AddPollServiceHTTPHandler(capUrl, args);
128 "GetMesh",
129 agentID.ToString());
130 368
131 caps.RegisterHandler("GetMesh", reqHandler); 369 string hostName = m_scene.RegionInfo.ExternalHostName;
370 uint port = (MainServer.Instance == null) ? 0 : MainServer.Instance.Port;
371 string protocol = "http";
372
373 if (MainServer.Instance.UseSSL)
374 {
375 hostName = MainServer.Instance.SSLCommonName;
376 port = MainServer.Instance.SSLPort;
377 protocol = "https";
378 }
379 caps.RegisterHandler("GetMesh", String.Format("{0}://{1}:{2}{3}", protocol, hostName, port, capUrl));
380 m_pollservices[agentID] = args;
381 m_capsDict[agentID] = capUrl;
382
383
384
132 } 385 }
133 else 386 else
134 { 387 {
@@ -136,6 +389,171 @@ namespace OpenSim.Region.ClientStack.Linden
136 caps.RegisterHandler("GetMesh", m_URL); 389 caps.RegisterHandler("GetMesh", m_URL);
137 } 390 }
138 } 391 }
392 private void DeregisterCaps(UUID agentID, Caps caps)
393 {
394 string capUrl;
395 PollServiceMeshEventArgs args;
396 if (m_capsDict.TryGetValue(agentID, out capUrl))
397 {
398 MainServer.Instance.RemoveHTTPHandler("", capUrl);
399 m_capsDict.Remove(agentID);
400 }
401 if (m_pollservices.TryGetValue(agentID, out args))
402 {
403 m_pollservices.Remove(agentID);
404 }
405 }
406
407 internal sealed class MeshCapsDataThrottler
408 {
409
410 private volatile int currenttime = 0;
411 private volatile int lastTimeElapsed = 0;
412 private volatile int BytesSent = 0;
413 private int Lod3 = 0;
414 private int Lod2 = 0;
415 private int Lod1 = 0;
416 private int UserSetThrottle = 0;
417 private int UDPSetThrottle = 0;
418 private int CapSetThrottle = 0;
419 private float CapThrottleDistributon = 0.30f;
420 private readonly Scene m_scene;
421 private ThrottleOutPacketType Throttle;
422 private readonly UUID User;
423
424 public MeshCapsDataThrottler(int pBytes, int max, int min, Scene pScene, UUID puser)
425 {
426 ThrottleBytes = pBytes;
427 lastTimeElapsed = Util.EnvironmentTickCount();
428 Throttle = ThrottleOutPacketType.Task;
429 m_scene = pScene;
430 User = puser;
431 }
432
433
434 public bool hasEvents(UUID key, Dictionary<UUID, aPollResponse> responses)
435 {
436 const float ThirtyPercent = 0.30f;
437 const float FivePercent = 0.05f;
438 PassTime();
439 // Note, this is called IN LOCK
440 bool haskey = responses.ContainsKey(key);
441
442 if (responses.Count > 2)
443 {
444 SplitThrottle(ThirtyPercent);
445 }
446 else
447 {
448 SplitThrottle(FivePercent);
449 }
450
451 if (!haskey)
452 {
453 return false;
454 }
455 aPollResponse response;
456 if (responses.TryGetValue(key, out response))
457 {
458 float LOD3Over = (((ThrottleBytes*CapThrottleDistributon)%50000) + 1);
459 float LOD2Over = (((ThrottleBytes*CapThrottleDistributon)%10000) + 1);
460 // Normal
461 if (BytesSent + response.bytes <= ThrottleBytes)
462 {
463 BytesSent += response.bytes;
464
465 return true;
466 }
467 // Lod3 Over Throttle protection to keep things processing even when the throttle bandwidth is set too little.
468 else if (response.bytes > ThrottleBytes && Lod3 <= ((LOD3Over < 1)? 1: LOD3Over) )
469 {
470 Interlocked.Increment(ref Lod3);
471 BytesSent += response.bytes;
472
473 return true;
474 }
475 // Lod2 Over Throttle protection to keep things processing even when the throttle bandwidth is set too little.
476 else if (response.bytes > ThrottleBytes && Lod2 <= ((LOD2Over < 1) ? 1 : LOD2Over))
477 {
478 Interlocked.Increment(ref Lod2);
479 BytesSent += response.bytes;
480
481 return true;
482 }
483 else
484 {
485 return false;
486 }
487 }
488
489 return haskey;
490 }
491 public void SubtractBytes(int bytes,int lod)
492 {
493 BytesSent -= bytes;
494 }
495 private void SplitThrottle(float percentMultiplier)
496 {
497
498 if (CapThrottleDistributon != percentMultiplier) // don't switch it if it's already set at the % multipler
499 {
500 CapThrottleDistributon = percentMultiplier;
501 ScenePresence p;
502 if (m_scene.TryGetScenePresence(User, out p)) // If we don't get a user they're not here anymore.
503 {
504 AlterThrottle(UserSetThrottle, p);
505 }
506 }
507 }
508
509 public void ProcessTime()
510 {
511 PassTime();
512 }
513
514
515 private void PassTime()
516 {
517 currenttime = Util.EnvironmentTickCount();
518 int timeElapsed = Util.EnvironmentTickCountSubtract(currenttime, lastTimeElapsed);
519 //processTimeBasedActions(responses);
520 if (currenttime - timeElapsed >= 1000)
521 {
522 lastTimeElapsed = Util.EnvironmentTickCount();
523 BytesSent -= ThrottleBytes;
524 if (BytesSent < 0) BytesSent = 0;
525 if (BytesSent < ThrottleBytes)
526 {
527 Lod3 = 0;
528 Lod2 = 0;
529 Lod1 = 0;
530 }
531 }
532 }
533 private void AlterThrottle(int setting, ScenePresence p)
534 {
535 p.ControllingClient.SetAgentThrottleSilent((int)Throttle,setting);
536 }
537
538 public int ThrottleBytes
539 {
540 get { return CapSetThrottle; }
541 set { CapSetThrottle = value; }
542 }
543
544 internal void UpdateThrottle(int pimagethrottle, ScenePresence p)
545 {
546 // Client set throttle !
547 UserSetThrottle = pimagethrottle;
548 CapSetThrottle = (int)(pimagethrottle*CapThrottleDistributon);
549 UDPSetThrottle = (int) (pimagethrottle*(100 - CapThrottleDistributon));
550 if (CapSetThrottle < 4068)
551 CapSetThrottle = 4068; // at least two discovery mesh
552 p.ControllingClient.SetAgentThrottleSilent((int) Throttle, UDPSetThrottle);
553 ProcessTime();
554
555 }
556 }
139 557
140 } 558 }
141} 559}
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs
index 13415f8..d4dbfb9 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs
@@ -27,18 +27,13 @@
27 27
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Specialized; 30using System.Collections.Generic;
31using System.Drawing;
32using System.Drawing.Imaging;
33using System.Reflection; 31using System.Reflection;
34using System.IO; 32using System.Threading;
35using System.Web;
36using log4net; 33using log4net;
37using Nini.Config; 34using Nini.Config;
38using Mono.Addins; 35using Mono.Addins;
39using OpenMetaverse; 36using OpenMetaverse;
40using OpenMetaverse.StructuredData;
41using OpenMetaverse.Imaging;
42using OpenSim.Framework; 37using OpenSim.Framework;
43using OpenSim.Framework.Servers; 38using OpenSim.Framework.Servers;
44using OpenSim.Framework.Servers.HttpServer; 39using OpenSim.Framework.Servers.HttpServer;
@@ -47,6 +42,7 @@ using OpenSim.Region.Framework.Scenes;
47using OpenSim.Services.Interfaces; 42using OpenSim.Services.Interfaces;
48using Caps = OpenSim.Framework.Capabilities.Caps; 43using Caps = OpenSim.Framework.Capabilities.Caps;
49using OpenSim.Capabilities.Handlers; 44using OpenSim.Capabilities.Handlers;
45using OpenSim.Framework.Monitoring;
50 46
51namespace OpenSim.Region.ClientStack.Linden 47namespace OpenSim.Region.ClientStack.Linden
52{ 48{
@@ -54,57 +50,131 @@ namespace OpenSim.Region.ClientStack.Linden
54 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "GetTextureModule")] 50 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "GetTextureModule")]
55 public class GetTextureModule : INonSharedRegionModule 51 public class GetTextureModule : INonSharedRegionModule
56 { 52 {
57// private static readonly ILog m_log = 53
58// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 54 struct aPollRequest
59 55 {
56 public PollServiceTextureEventArgs thepoll;
57 public UUID reqID;
58 public Hashtable request;
59 }
60
61 public class aPollResponse
62 {
63 public Hashtable response;
64 public int bytes;
65 }
66
67
68 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
69
60 private Scene m_scene; 70 private Scene m_scene;
61 private IAssetService m_assetService;
62 71
63 private bool m_Enabled = false; 72 private static GetTextureHandler m_getTextureHandler;
73
74 private IAssetService m_assetService = null;
75
76 private Dictionary<UUID, string> m_capsDict = new Dictionary<UUID, string>();
77 private static Thread[] m_workerThreads = null;
64 78
65 // TODO: Change this to a config option 79 private static OpenMetaverse.BlockingQueue<aPollRequest> m_queue =
66 const string REDIRECT_URL = null; 80 new OpenMetaverse.BlockingQueue<aPollRequest>();
67 81
68 private string m_URL; 82 private Dictionary<UUID,PollServiceTextureEventArgs> m_pollservices = new Dictionary<UUID,PollServiceTextureEventArgs>();
69 83
70 #region ISharedRegionModule Members 84 #region ISharedRegionModule Members
71 85
72 public void Initialise(IConfigSource source) 86 public void Initialise(IConfigSource source)
73 { 87 {
74 IConfig config = source.Configs["ClientStack.LindenCaps"];
75 if (config == null)
76 return;
77
78 m_URL = config.GetString("Cap_GetTexture", string.Empty);
79 // Cap doesn't exist
80 if (m_URL != string.Empty)
81 m_Enabled = true;
82 } 88 }
83 89
84 public void AddRegion(Scene s) 90 public void AddRegion(Scene s)
85 { 91 {
86 if (!m_Enabled)
87 return;
88
89 m_scene = s; 92 m_scene = s;
93 m_assetService = s.AssetService;
90 } 94 }
91 95
92 public void RemoveRegion(Scene s) 96 public void RemoveRegion(Scene s)
93 { 97 {
94 if (!m_Enabled)
95 return;
96
97 m_scene.EventManager.OnRegisterCaps -= RegisterCaps; 98 m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
99 m_scene.EventManager.OnDeregisterCaps -= DeregisterCaps;
100 m_scene.EventManager.OnThrottleUpdate -= ThrottleUpdate;
98 m_scene = null; 101 m_scene = null;
99 } 102 }
100 103
101 public void RegionLoaded(Scene s) 104 public void RegionLoaded(Scene s)
102 { 105 {
103 if (!m_Enabled) 106 // We'll reuse the same handler for all requests.
104 return; 107 m_getTextureHandler = new GetTextureHandler(m_assetService);
105 108
106 m_assetService = m_scene.RequestModuleInterface<IAssetService>();
107 m_scene.EventManager.OnRegisterCaps += RegisterCaps; 109 m_scene.EventManager.OnRegisterCaps += RegisterCaps;
110 m_scene.EventManager.OnDeregisterCaps += DeregisterCaps;
111 m_scene.EventManager.OnThrottleUpdate += ThrottleUpdate;
112
113 if (m_workerThreads == null)
114 {
115 m_workerThreads = new Thread[2];
116
117 for (uint i = 0; i < 2; i++)
118 {
119 m_workerThreads[i] = Watchdog.StartThread(DoTextureRequests,
120 String.Format("TextureWorkerThread{0}", i),
121 ThreadPriority.Normal,
122 false,
123 false,
124 null,
125 int.MaxValue);
126 }
127 }
128 }
129 private int ExtractImageThrottle(byte[] pthrottles)
130 {
131
132 byte[] adjData;
133 int pos = 0;
134
135 if (!BitConverter.IsLittleEndian)
136 {
137 byte[] newData = new byte[7 * 4];
138 Buffer.BlockCopy(pthrottles, 0, newData, 0, 7 * 4);
139
140 for (int i = 0; i < 7; i++)
141 Array.Reverse(newData, i * 4, 4);
142
143 adjData = newData;
144 }
145 else
146 {
147 adjData = pthrottles;
148 }
149
150 // 0.125f converts from bits to bytes
151 //int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
152 //pos += 4;
153 // int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
154 //pos += 4;
155 // int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
156 // pos += 4;
157 // int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
158 // pos += 4;
159 // int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
160 // pos += 4;
161 pos = pos + 20;
162 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); //pos += 4;
163 //int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
164 return texture;
165 }
166
167 // Now we know when the throttle is changed by the client in the case of a root agent or by a neighbor region in the case of a child agent.
168 public void ThrottleUpdate(ScenePresence p)
169 {
170 byte[] throttles = p.ControllingClient.GetThrottlesPacked(1);
171 UUID user = p.UUID;
172 int imagethrottle = ExtractImageThrottle(throttles);
173 PollServiceTextureEventArgs args;
174 if (m_pollservices.TryGetValue(user,out args))
175 {
176 args.UpdateThrottle(imagethrottle);
177 }
108 } 178 }
109 179
110 public void PostInitialise() 180 public void PostInitialise()
@@ -122,24 +192,250 @@ namespace OpenSim.Region.ClientStack.Linden
122 192
123 #endregion 193 #endregion
124 194
125 public void RegisterCaps(UUID agentID, Caps caps) 195 ~GetTextureModule()
196 {
197 foreach (Thread t in m_workerThreads)
198 Watchdog.AbortThread(t.ManagedThreadId);
199
200 }
201
202 private class PollServiceTextureEventArgs : PollServiceEventArgs
126 { 203 {
127 UUID capID = UUID.Random(); 204 private List<Hashtable> requests =
205 new List<Hashtable>();
206 private Dictionary<UUID, aPollResponse> responses =
207 new Dictionary<UUID, aPollResponse>();
128 208
129 //caps.RegisterHandler("GetTexture", new StreamHandler("GET", "/CAPS/" + capID, ProcessGetTexture)); 209 private Scene m_scene;
130 if (m_URL == "localhost") 210 private CapsDataThrottler m_throttler = new CapsDataThrottler(100000, 1400000,10000);
211 public PollServiceTextureEventArgs(UUID pId, Scene scene) :
212 base(null, null, null, null, pId, int.MaxValue)
131 { 213 {
132// m_log.DebugFormat("[GETTEXTURE]: /CAPS/{0} in region {1}", capID, m_scene.RegionInfo.RegionName); 214 m_scene = scene;
133 caps.RegisterHandler( 215 // x is request id, y is userid
134 "GetTexture", 216 HasEvents = (x, y) =>
135 new GetTextureHandler("/CAPS/" + capID + "/", m_assetService, "GetTexture", agentID.ToString())); 217 {
218 lock (responses)
219 {
220 bool ret = m_throttler.hasEvents(x, responses);
221 m_throttler.ProcessTime();
222 return ret;
223
224 }
225 };
226 GetEvents = (x, y) =>
227 {
228 lock (responses)
229 {
230 try
231 {
232 return responses[x].response;
233 }
234 finally
235 {
236 responses.Remove(x);
237 }
238 }
239 };
240 // x is request id, y is request data hashtable
241 Request = (x, y) =>
242 {
243 aPollRequest reqinfo = new aPollRequest();
244 reqinfo.thepoll = this;
245 reqinfo.reqID = x;
246 reqinfo.request = y;
247
248 m_queue.Enqueue(reqinfo);
249 };
250
251 // this should never happen except possible on shutdown
252 NoEvents = (x, y) =>
253 {
254/*
255 lock (requests)
256 {
257 Hashtable request = requests.Find(id => id["RequestID"].ToString() == x.ToString());
258 requests.Remove(request);
259 }
260*/
261 Hashtable response = new Hashtable();
262
263 response["int_response_code"] = 500;
264 response["str_response_string"] = "Script timeout";
265 response["content_type"] = "text/plain";
266 response["keepalive"] = false;
267 response["reusecontext"] = false;
268
269 return response;
270 };
136 } 271 }
137 else 272
273 public void Process(aPollRequest requestinfo)
274 {
275 Hashtable response;
276
277 UUID requestID = requestinfo.reqID;
278
279 // If the avatar is gone, don't bother to get the texture
280 if (m_scene.GetScenePresence(Id) == null)
281 {
282 response = new Hashtable();
283
284 response["int_response_code"] = 500;
285 response["str_response_string"] = "Script timeout";
286 response["content_type"] = "text/plain";
287 response["keepalive"] = false;
288 response["reusecontext"] = false;
289
290 lock (responses)
291 responses[requestID] = new aPollResponse() {bytes = 0, response = response};
292
293 return;
294 }
295
296 response = m_getTextureHandler.Handle(requestinfo.request);
297 lock (responses)
298 {
299 responses[requestID] = new aPollResponse()
300 {
301 bytes = (int) response["int_bytes"],
302 response = response
303 };
304
305 }
306 m_throttler.ProcessTime();
307 }
308
309 internal void UpdateThrottle(int pimagethrottle)
310 {
311 m_throttler.ThrottleBytes = pimagethrottle;
312 }
313 }
314
315 private void RegisterCaps(UUID agentID, Caps caps)
316 {
317 string capUrl = "/CAPS/" + UUID.Random() + "/";
318
319 // Register this as a poll service
320 PollServiceTextureEventArgs args = new PollServiceTextureEventArgs(agentID, m_scene);
321
322 args.Type = PollServiceEventArgs.EventType.Texture;
323 MainServer.Instance.AddPollServiceHTTPHandler(capUrl, args);
324
325 string hostName = m_scene.RegionInfo.ExternalHostName;
326 uint port = (MainServer.Instance == null) ? 0 : MainServer.Instance.Port;
327 string protocol = "http";
328
329 if (MainServer.Instance.UseSSL)
330 {
331 hostName = MainServer.Instance.SSLCommonName;
332 port = MainServer.Instance.SSLPort;
333 protocol = "https";
334 }
335 caps.RegisterHandler("GetTexture", String.Format("{0}://{1}:{2}{3}", protocol, hostName, port, capUrl));
336 m_pollservices[agentID] = args;
337 m_capsDict[agentID] = capUrl;
338 }
339
340 private void DeregisterCaps(UUID agentID, Caps caps)
341 {
342 string capUrl;
343 PollServiceTextureEventArgs args;
344 if (m_capsDict.TryGetValue(agentID, out capUrl))
345 {
346 MainServer.Instance.RemoveHTTPHandler("", capUrl);
347 m_capsDict.Remove(agentID);
348 }
349 if (m_pollservices.TryGetValue(agentID, out args))
138 { 350 {
139// m_log.DebugFormat("[GETTEXTURE]: {0} in region {1}", m_URL, m_scene.RegionInfo.RegionName); 351 m_pollservices.Remove(agentID);
140 caps.RegisterHandler("GetTexture", m_URL);
141 } 352 }
142 } 353 }
143 354
355 private void DoTextureRequests()
356 {
357 while (true)
358 {
359 aPollRequest poolreq = m_queue.Dequeue();
360
361 poolreq.thepoll.Process(poolreq);
362 }
363 }
364 internal sealed class CapsDataThrottler
365 {
366
367 private volatile int currenttime = 0;
368 private volatile int lastTimeElapsed = 0;
369 private volatile int BytesSent = 0;
370 private int oversizedImages = 0;
371 public CapsDataThrottler(int pBytes, int max, int min)
372 {
373 ThrottleBytes = pBytes;
374 lastTimeElapsed = Util.EnvironmentTickCount();
375 }
376 public bool hasEvents(UUID key, Dictionary<UUID, GetTextureModule.aPollResponse> responses)
377 {
378 PassTime();
379 // Note, this is called IN LOCK
380 bool haskey = responses.ContainsKey(key);
381 if (!haskey)
382 {
383 return false;
384 }
385 GetTextureModule.aPollResponse response;
386 if (responses.TryGetValue(key, out response))
387 {
388
389 // Normal
390 if (BytesSent + response.bytes <= ThrottleBytes)
391 {
392 BytesSent += response.bytes;
393 //TimeBasedAction timeBasedAction = new TimeBasedAction { byteRemoval = response.bytes, requestId = key, timeMS = currenttime + 1000, unlockyn = false };
394 //m_actions.Add(timeBasedAction);
395 return true;
396 }
397 // Big textures
398 else if (response.bytes > ThrottleBytes && oversizedImages <= ((ThrottleBytes % 50000) + 1))
399 {
400 Interlocked.Increment(ref oversizedImages);
401 BytesSent += response.bytes;
402 //TimeBasedAction timeBasedAction = new TimeBasedAction { byteRemoval = response.bytes, requestId = key, timeMS = currenttime + (((response.bytes % ThrottleBytes)+1)*1000) , unlockyn = false };
403 //m_actions.Add(timeBasedAction);
404 return true;
405 }
406 else
407 {
408 return false;
409 }
410 }
411
412 return haskey;
413 }
414 public void ProcessTime()
415 {
416 PassTime();
417 }
418
419
420 private void PassTime()
421 {
422 currenttime = Util.EnvironmentTickCount();
423 int timeElapsed = Util.EnvironmentTickCountSubtract(currenttime, lastTimeElapsed);
424 //processTimeBasedActions(responses);
425 if (Util.EnvironmentTickCountSubtract(currenttime, timeElapsed) >= 1000)
426 {
427 lastTimeElapsed = Util.EnvironmentTickCount();
428 BytesSent -= ThrottleBytes;
429 if (BytesSent < 0) BytesSent = 0;
430 if (BytesSent < ThrottleBytes)
431 {
432 oversizedImages = 0;
433 }
434 }
435 }
436 public int ThrottleBytes;
437 }
144 } 438 }
439
440
145} 441}
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs
index 33b1f77..60c1814 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs
@@ -129,15 +129,15 @@ namespace OpenSim.Region.ClientStack.Linden
129// m_log.DebugFormat("[MESH UPLOAD FLAG MODULE]: MeshUploadFlag request"); 129// m_log.DebugFormat("[MESH UPLOAD FLAG MODULE]: MeshUploadFlag request");
130 130
131 OSDMap data = new OSDMap(); 131 OSDMap data = new OSDMap();
132 ScenePresence sp = m_scene.GetScenePresence(m_agentID); 132// ScenePresence sp = m_scene.GetScenePresence(m_agentID);
133 data["username"] = sp.Firstname + "." + sp.Lastname; 133// data["username"] = sp.Firstname + "." + sp.Lastname;
134 data["display_name_next_update"] = new OSDDate(DateTime.Now); 134// data["display_name_next_update"] = new OSDDate(DateTime.Now);
135 data["legacy_first_name"] = sp.Firstname; 135// data["legacy_first_name"] = sp.Firstname;
136 data["mesh_upload_status"] = "valid"; 136 data["mesh_upload_status"] = "valid";
137 data["display_name"] = sp.Firstname + " " + sp.Lastname; 137// data["display_name"] = sp.Firstname + " " + sp.Lastname;
138 data["legacy_last_name"] = sp.Lastname; 138// data["legacy_last_name"] = sp.Lastname;
139 data["id"] = m_agentID; 139// data["id"] = m_agentID;
140 data["is_display_name_default"] = true; 140// data["is_display_name_default"] = true;
141 141
142 //Send back data 142 //Send back data
143 Hashtable responsedata = new Hashtable(); 143 Hashtable responsedata = new Hashtable();
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs
deleted file mode 100644
index 5529550..0000000
--- a/OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs
+++ /dev/null
@@ -1,296 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections;
30using System.Collections.Specialized;
31using System.Reflection;
32using System.IO;
33using System.Web;
34using Mono.Addins;
35using log4net;
36using Nini.Config;
37using OpenMetaverse;
38using OpenMetaverse.StructuredData;
39using OpenSim.Framework;
40using OpenSim.Framework.Servers;
41using OpenSim.Framework.Servers.HttpServer;
42using OpenSim.Region.Framework.Interfaces;
43using OpenSim.Region.Framework.Scenes;
44using OpenSim.Services.Interfaces;
45using Caps = OpenSim.Framework.Capabilities.Caps;
46using OpenSim.Framework.Capabilities;
47
48namespace OpenSim.Region.ClientStack.Linden
49{
50 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "NewFileAgentInventoryVariablePriceModule")]
51 public class NewFileAgentInventoryVariablePriceModule : INonSharedRegionModule
52 {
53// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
54
55 private Scene m_scene;
56// private IAssetService m_assetService;
57 private bool m_dumpAssetsToFile = false;
58 private bool m_enabled = true;
59 private int m_levelUpload = 0;
60
61 #region Region Module interfaceBase Members
62
63
64 public Type ReplaceableInterface
65 {
66 get { return null; }
67 }
68
69 public void Initialise(IConfigSource source)
70 {
71 IConfig meshConfig = source.Configs["Mesh"];
72 if (meshConfig == null)
73 return;
74
75 m_enabled = meshConfig.GetBoolean("AllowMeshUpload", true);
76 m_levelUpload = meshConfig.GetInt("LevelUpload", 0);
77 }
78
79 public void AddRegion(Scene pScene)
80 {
81 m_scene = pScene;
82 }
83
84 public void RemoveRegion(Scene scene)
85 {
86
87 m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
88 m_scene = null;
89 }
90
91 public void RegionLoaded(Scene scene)
92 {
93
94// m_assetService = m_scene.RequestModuleInterface<IAssetService>();
95 m_scene.EventManager.OnRegisterCaps += RegisterCaps;
96 }
97
98 #endregion
99
100
101 #region Region Module interface
102
103
104
105 public void Close() { }
106
107 public string Name { get { return "NewFileAgentInventoryVariablePriceModule"; } }
108
109
110 public void RegisterCaps(UUID agentID, Caps caps)
111 {
112 if(!m_enabled)
113 return;
114
115 UUID capID = UUID.Random();
116
117// m_log.Debug("[NEW FILE AGENT INVENTORY VARIABLE PRICE]: /CAPS/" + capID);
118 caps.RegisterHandler(
119 "NewFileAgentInventoryVariablePrice",
120 new LLSDStreamhandler<LLSDAssetUploadRequest, LLSDNewFileAngentInventoryVariablePriceReplyResponse>(
121 "POST",
122 "/CAPS/" + capID.ToString(),
123 req => NewAgentInventoryRequest(req, agentID),
124 "NewFileAgentInventoryVariablePrice",
125 agentID.ToString()));
126 }
127
128 #endregion
129
130 public LLSDNewFileAngentInventoryVariablePriceReplyResponse NewAgentInventoryRequest(LLSDAssetUploadRequest llsdRequest, UUID agentID)
131 {
132 //TODO: The Mesh uploader uploads many types of content. If you're going to implement a Money based limit
133 // you need to be aware of this
134
135 //if (llsdRequest.asset_type == "texture" ||
136 // llsdRequest.asset_type == "animation" ||
137 // llsdRequest.asset_type == "sound")
138 // {
139 // check user level
140
141 ScenePresence avatar = null;
142 IClientAPI client = null;
143 m_scene.TryGetScenePresence(agentID, out avatar);
144
145 if (avatar != null)
146 {
147 client = avatar.ControllingClient;
148
149 if (avatar.UserLevel < m_levelUpload)
150 {
151 if (client != null)
152 client.SendAgentAlertMessage("Unable to upload asset. Insufficient permissions.", false);
153
154 LLSDNewFileAngentInventoryVariablePriceReplyResponse errorResponse = new LLSDNewFileAngentInventoryVariablePriceReplyResponse();
155 errorResponse.rsvp = "";
156 errorResponse.state = "error";
157 return errorResponse;
158 }
159 }
160
161 // check funds
162 IMoneyModule mm = m_scene.RequestModuleInterface<IMoneyModule>();
163
164 if (mm != null)
165 {
166 if (!mm.UploadCovered(agentID, mm.UploadCharge))
167 {
168 if (client != null)
169 client.SendAgentAlertMessage("Unable to upload asset. Insufficient funds.", false);
170
171 LLSDNewFileAngentInventoryVariablePriceReplyResponse errorResponse = new LLSDNewFileAngentInventoryVariablePriceReplyResponse();
172 errorResponse.rsvp = "";
173 errorResponse.state = "error";
174 return errorResponse;
175 }
176 }
177
178 // }
179
180 string assetName = llsdRequest.name;
181 string assetDes = llsdRequest.description;
182 string capsBase = "/CAPS/NewFileAgentInventoryVariablePrice/";
183 UUID newAsset = UUID.Random();
184 UUID newInvItem = UUID.Random();
185 UUID parentFolder = llsdRequest.folder_id;
186 string uploaderPath = Util.RandomClass.Next(5000, 8000).ToString("0000") + "/";
187
188 AssetUploader uploader =
189 new AssetUploader(assetName, assetDes, newAsset, newInvItem, parentFolder, llsdRequest.inventory_type,
190 llsdRequest.asset_type, capsBase + uploaderPath, MainServer.Instance, m_dumpAssetsToFile);
191
192 MainServer.Instance.AddStreamHandler(
193 new BinaryStreamHandler(
194 "POST",
195 capsBase + uploaderPath,
196 uploader.uploaderCaps,
197 "NewFileAgentInventoryVariablePrice",
198 agentID.ToString()));
199
200 string protocol = "http://";
201
202 if (MainServer.Instance.UseSSL)
203 protocol = "https://";
204
205 string uploaderURL = protocol + m_scene.RegionInfo.ExternalHostName + ":" + MainServer.Instance.Port.ToString() + capsBase +
206 uploaderPath;
207
208
209 LLSDNewFileAngentInventoryVariablePriceReplyResponse uploadResponse = new LLSDNewFileAngentInventoryVariablePriceReplyResponse();
210
211 uploadResponse.rsvp = uploaderURL;
212 uploadResponse.state = "upload";
213 uploadResponse.resource_cost = 0;
214 uploadResponse.upload_price = 0;
215
216 uploader.OnUpLoad += //UploadCompleteHandler;
217
218 delegate(
219 string passetName, string passetDescription, UUID passetID,
220 UUID pinventoryItem, UUID pparentFolder, byte[] pdata, string pinventoryType,
221 string passetType)
222 {
223 UploadCompleteHandler(passetName, passetDescription, passetID,
224 pinventoryItem, pparentFolder, pdata, pinventoryType,
225 passetType,agentID);
226 };
227
228 return uploadResponse;
229 }
230
231 public void UploadCompleteHandler(string assetName, string assetDescription, UUID assetID,
232 UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType,
233 string assetType,UUID AgentID)
234 {
235// m_log.DebugFormat(
236// "[NEW FILE AGENT INVENTORY VARIABLE PRICE MODULE]: Upload complete for {0}", inventoryItem);
237
238 sbyte assType = 0;
239 sbyte inType = 0;
240
241 if (inventoryType == "sound")
242 {
243 inType = 1;
244 assType = 1;
245 }
246 else if (inventoryType == "animation")
247 {
248 inType = 19;
249 assType = 20;
250 }
251 else if (inventoryType == "wearable")
252 {
253 inType = 18;
254 switch (assetType)
255 {
256 case "bodypart":
257 assType = 13;
258 break;
259 case "clothing":
260 assType = 5;
261 break;
262 }
263 }
264 else if (inventoryType == "mesh")
265 {
266 inType = (sbyte)InventoryType.Mesh;
267 assType = (sbyte)AssetType.Mesh;
268 }
269
270 AssetBase asset;
271 asset = new AssetBase(assetID, assetName, assType, AgentID.ToString());
272 asset.Data = data;
273
274 if (m_scene.AssetService != null)
275 m_scene.AssetService.Store(asset);
276
277 InventoryItemBase item = new InventoryItemBase();
278 item.Owner = AgentID;
279 item.CreatorId = AgentID.ToString();
280 item.ID = inventoryItem;
281 item.AssetID = asset.FullID;
282 item.Description = assetDescription;
283 item.Name = assetName;
284 item.AssetType = assType;
285 item.InvType = inType;
286 item.Folder = parentFolder;
287 item.CurrentPermissions
288 = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
289 item.BasePermissions = (uint)PermissionMask.All;
290 item.EveryOnePermissions = 0;
291 item.NextPermissions = (uint)PermissionMask.All;
292 item.CreationDate = Util.UnixTimeSinceEpoch();
293 m_scene.AddInventoryItem(item);
294 }
295 }
296}
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs
index 17c7270..fcac182 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs
@@ -64,6 +64,8 @@ namespace OpenSim.Region.ClientStack.Linden
64 private Commands m_commands = new Commands(); 64 private Commands m_commands = new Commands();
65 public ICommands Commands { get { return m_commands; } } 65 public ICommands Commands { get { return m_commands; } }
66 66
67 public event ConsoleMessage OnConsoleMessage;
68
67 public void Initialise(IConfigSource source) 69 public void Initialise(IConfigSource source)
68 { 70 {
69 m_commands.AddCommand( "Help", false, "help", "help [<item>]", "Display help on a particular command or on a list of commands in a category", Help); 71 m_commands.AddCommand( "Help", false, "help", "help [<item>]", "Display help on a particular command or on a list of commands in a category", Help);
@@ -102,7 +104,7 @@ namespace OpenSim.Region.ClientStack.Linden
102 104
103 public void RegisterCaps(UUID agentID, Caps caps) 105 public void RegisterCaps(UUID agentID, Caps caps)
104 { 106 {
105 if (!m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(agentID)) 107 if (!m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(agentID) && !m_scene.Permissions.IsGod(agentID))
106 return; 108 return;
107 109
108 UUID capID = UUID.Random(); 110 UUID capID = UUID.Random();
@@ -118,6 +120,11 @@ namespace OpenSim.Region.ClientStack.Linden
118 OSD osd = OSD.FromString(message); 120 OSD osd = OSD.FromString(message);
119 121
120 m_eventQueue.Enqueue(EventQueueHelper.BuildEvent("SimConsoleResponse", osd), agentID); 122 m_eventQueue.Enqueue(EventQueueHelper.BuildEvent("SimConsoleResponse", osd), agentID);
123
124 ConsoleMessage handlerConsoleMessage = OnConsoleMessage;
125
126 if (handlerConsoleMessage != null)
127 handlerConsoleMessage( agentID, message);
121 } 128 }
122 129
123 public bool RunCommand(string command, UUID invokerID) 130 public bool RunCommand(string command, UUID invokerID)
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
index 3b0ccd7..6bed95f 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic;
30using System.Collections.Specialized; 31using System.Collections.Specialized;
31using System.Drawing; 32using System.Drawing;
32using System.Drawing.Imaging; 33using System.Drawing.Imaging;
@@ -53,8 +54,8 @@ namespace OpenSim.Region.ClientStack.Linden
53 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "UploadBakedTextureModule")] 54 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "UploadBakedTextureModule")]
54 public class UploadBakedTextureModule : INonSharedRegionModule 55 public class UploadBakedTextureModule : INonSharedRegionModule
55 { 56 {
56// private static readonly ILog m_log = 57 private static readonly ILog m_log =
57// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 58 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
58 59
59 /// <summary> 60 /// <summary>
60 /// For historical reasons this is fixed, but there 61 /// For historical reasons this is fixed, but there
@@ -64,31 +65,195 @@ namespace OpenSim.Region.ClientStack.Linden
64 private Scene m_scene; 65 private Scene m_scene;
65 private bool m_persistBakedTextures; 66 private bool m_persistBakedTextures;
66 67
68 private IBakedTextureModule m_BakedTextureModule;
69
67 public void Initialise(IConfigSource source) 70 public void Initialise(IConfigSource source)
68 { 71 {
69 IConfig appearanceConfig = source.Configs["Appearance"]; 72 IConfig appearanceConfig = source.Configs["Appearance"];
70 if (appearanceConfig != null) 73 if (appearanceConfig != null)
71 m_persistBakedTextures = appearanceConfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures); 74 m_persistBakedTextures = appearanceConfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures);
75
76
72 } 77 }
73 78
74 public void AddRegion(Scene s) 79 public void AddRegion(Scene s)
75 { 80 {
76 m_scene = s; 81 m_scene = s;
82
77 } 83 }
78 84
79 public void RemoveRegion(Scene s) 85 public void RemoveRegion(Scene s)
80 { 86 {
87 s.EventManager.OnRegisterCaps -= RegisterCaps;
88 s.EventManager.OnNewPresence -= RegisterNewPresence;
89 s.EventManager.OnRemovePresence -= DeRegisterPresence;
90 m_BakedTextureModule = null;
91 m_scene = null;
81 } 92 }
82 93
94
95
83 public void RegionLoaded(Scene s) 96 public void RegionLoaded(Scene s)
84 { 97 {
85 m_scene.EventManager.OnRegisterCaps += RegisterCaps; 98 m_scene.EventManager.OnRegisterCaps += RegisterCaps;
99 m_scene.EventManager.OnNewPresence += RegisterNewPresence;
100 m_scene.EventManager.OnRemovePresence += DeRegisterPresence;
101
102 }
103
104 private void DeRegisterPresence(UUID agentId)
105 {
106 ScenePresence presence = null;
107 if (m_scene.TryGetScenePresence(agentId, out presence))
108 {
109 presence.ControllingClient.OnSetAppearance -= CaptureAppearanceSettings;
110 }
111
112 }
113
114 private void RegisterNewPresence(ScenePresence presence)
115 {
116 presence.ControllingClient.OnSetAppearance += CaptureAppearanceSettings;
117
118 }
119
120 private void CaptureAppearanceSettings(IClientAPI remoteClient, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
121 {
122 int maxCacheitemsLoop = cacheItems.Length;
123 if (maxCacheitemsLoop > AvatarWearable.MAX_WEARABLES)
124 {
125 maxCacheitemsLoop = AvatarWearable.MAX_WEARABLES;
126 m_log.WarnFormat("[CACHEDBAKES]: Too Many Cache items Provided {0}, the max is {1}. Truncating!", cacheItems.Length, AvatarWearable.MAX_WEARABLES);
127 }
128
129 m_BakedTextureModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
130 if (cacheItems.Length > 0)
131 {
132 m_log.Debug("[Cacheitems]: " + cacheItems.Length);
133 for (int iter = 0; iter < maxCacheitemsLoop; iter++)
134 {
135 m_log.Debug("[Cacheitems] {" + iter + "/" + cacheItems[iter].TextureIndex + "}: c-" + cacheItems[iter].CacheId + ", t-" +
136 cacheItems[iter].TextureID);
137 }
138
139 ScenePresence p = null;
140 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out p))
141 {
142
143 WearableCacheItem[] existingitems = p.Appearance.WearableCacheItems;
144 if (existingitems == null)
145 {
146 if (m_BakedTextureModule != null)
147 {
148 WearableCacheItem[] savedcache = null;
149 try
150 {
151 if (p.Appearance.WearableCacheItemsDirty)
152 {
153 savedcache = m_BakedTextureModule.Get(p.UUID);
154 p.Appearance.WearableCacheItems = savedcache;
155 p.Appearance.WearableCacheItemsDirty = false;
156 }
157
158 }
159 /*
160 * The following Catch types DO NOT WORK with m_BakedTextureModule.Get
161 * it jumps to the General Packet Exception Handler if you don't catch Exception!
162 *
163 catch (System.Net.Sockets.SocketException)
164 {
165 cacheItems = null;
166 }
167 catch (WebException)
168 {
169 cacheItems = null;
170 }
171 catch (InvalidOperationException)
172 {
173 cacheItems = null;
174 } */
175 catch (Exception)
176 {
177 // The service logs a sufficient error message.
178 }
179
180
181 if (savedcache != null)
182 existingitems = savedcache;
183 }
184 }
185 // Existing items null means it's a fully new appearance
186 if (existingitems == null)
187 {
188
189 for (int i = 0; i < maxCacheitemsLoop; i++)
190 {
191 if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
192 {
193 cacheItems[i].TextureID =
194 textureEntry.FaceTextures[cacheItems[i].TextureIndex].TextureID;
195 if (m_scene.AssetService != null)
196 cacheItems[i].TextureAsset =
197 m_scene.AssetService.GetCached(cacheItems[i].TextureID.ToString());
198 }
199 else
200 {
201 m_log.WarnFormat("[CACHEDBAKES]: Invalid Texture Index Provided, Texture doesn't exist or hasn't been uploaded yet {0}, the max is {1}. Skipping!", cacheItems[i].TextureIndex, textureEntry.FaceTextures.Length);
202 }
203
204
205 }
206 }
207 else
208
209
210 {
211 // for each uploaded baked texture
212 for (int i = 0; i < maxCacheitemsLoop; i++)
213 {
214 if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
215 {
216 cacheItems[i].TextureID =
217 textureEntry.FaceTextures[cacheItems[i].TextureIndex].TextureID;
218 }
219 else
220 {
221 m_log.WarnFormat("[CACHEDBAKES]: Invalid Texture Index Provided, Texture doesn't exist or hasn't been uploaded yet {0}, the max is {1}. Skipping!", cacheItems[i].TextureIndex, textureEntry.FaceTextures.Length);
222 }
223 }
224
225 for (int i = 0; i < maxCacheitemsLoop; i++)
226 {
227 if (cacheItems[i].TextureAsset == null)
228 {
229 cacheItems[i].TextureAsset =
230 m_scene.AssetService.GetCached(cacheItems[i].TextureID.ToString());
231 }
232 }
233 }
234
235
236
237 p.Appearance.WearableCacheItems = cacheItems;
238
239
240
241 if (m_BakedTextureModule != null)
242 {
243 m_BakedTextureModule.Store(remoteClient.AgentId, cacheItems);
244 p.Appearance.WearableCacheItemsDirty = true;
245
246 }
247 }
248 }
86 } 249 }
87 250
88 public void PostInitialise() 251 public void PostInitialise()
89 { 252 {
90 } 253 }
91 254
255
256
92 public void Close() { } 257 public void Close() { }
93 258
94 public string Name { get { return "UploadBakedTextureModule"; } } 259 public string Name { get { return "UploadBakedTextureModule"; } }
@@ -100,15 +265,23 @@ namespace OpenSim.Region.ClientStack.Linden
100 265
101 public void RegisterCaps(UUID agentID, Caps caps) 266 public void RegisterCaps(UUID agentID, Caps caps)
102 { 267 {
268 UploadBakedTextureHandler avatarhandler = new UploadBakedTextureHandler(
269 caps, m_scene.AssetService, m_persistBakedTextures);
270
271
272
103 caps.RegisterHandler( 273 caps.RegisterHandler(
104 "UploadBakedTexture", 274 "UploadBakedTexture",
105 new RestStreamHandler( 275 new RestStreamHandler(
106 "POST", 276 "POST",
107 "/CAPS/" + caps.CapsObjectPath + m_uploadBakedTexturePath, 277 "/CAPS/" + caps.CapsObjectPath + m_uploadBakedTexturePath,
108 new UploadBakedTextureHandler( 278 avatarhandler.UploadBakedTexture,
109 caps, m_scene.AssetService, m_persistBakedTextures).UploadBakedTexture,
110 "UploadBakedTexture", 279 "UploadBakedTexture",
111 agentID.ToString())); 280 agentID.ToString()));
281
282
283
284
112 } 285 }
113 } 286 }
114} \ No newline at end of file 287} \ No newline at end of file
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs
index 6890f4a..04cd474 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs
@@ -27,18 +27,22 @@
27 27
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
32using System.Threading;
31using log4net; 33using log4net;
32using Nini.Config; 34using Nini.Config;
33using Mono.Addins; 35using Mono.Addins;
34using OpenMetaverse; 36using OpenMetaverse;
35using OpenSim.Framework; 37using OpenSim.Framework;
38using OpenSim.Framework.Servers;
36using OpenSim.Framework.Servers.HttpServer; 39using OpenSim.Framework.Servers.HttpServer;
37using OpenSim.Region.Framework.Interfaces; 40using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes; 41using OpenSim.Region.Framework.Scenes;
39using OpenSim.Services.Interfaces; 42using OpenSim.Services.Interfaces;
40using Caps = OpenSim.Framework.Capabilities.Caps; 43using Caps = OpenSim.Framework.Capabilities.Caps;
41using OpenSim.Capabilities.Handlers; 44using OpenSim.Capabilities.Handlers;
45using OpenSim.Framework.Monitoring;
42 46
43namespace OpenSim.Region.ClientStack.Linden 47namespace OpenSim.Region.ClientStack.Linden
44{ 48{
@@ -48,67 +52,72 @@ namespace OpenSim.Region.ClientStack.Linden
48 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "WebFetchInvDescModule")] 52 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "WebFetchInvDescModule")]
49 public class WebFetchInvDescModule : INonSharedRegionModule 53 public class WebFetchInvDescModule : INonSharedRegionModule
50 { 54 {
51// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 55 struct aPollRequest
56 {
57 public PollServiceInventoryEventArgs thepoll;
58 public UUID reqID;
59 public Hashtable request;
60 }
61
62 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
52 63
53 private Scene m_scene; 64 private Scene m_scene;
54 65
55 private IInventoryService m_InventoryService; 66 private IInventoryService m_InventoryService;
56 private ILibraryService m_LibraryService; 67 private ILibraryService m_LibraryService;
57 68
58 private bool m_Enabled; 69 private static WebFetchInvDescHandler m_webFetchHandler;
59 70
60 private string m_fetchInventoryDescendents2Url; 71 private Dictionary<UUID, string> m_capsDict = new Dictionary<UUID, string>();
61 private string m_webFetchInventoryDescendentsUrl; 72 private static Thread[] m_workerThreads = null;
62 73
63 private WebFetchInvDescHandler m_webFetchHandler; 74 private static OpenMetaverse.BlockingQueue<aPollRequest> m_queue =
75 new OpenMetaverse.BlockingQueue<aPollRequest>();
64 76
65 #region ISharedRegionModule Members 77 #region ISharedRegionModule Members
66 78
67 public void Initialise(IConfigSource source) 79 public void Initialise(IConfigSource source)
68 { 80 {
69 IConfig config = source.Configs["ClientStack.LindenCaps"];
70 if (config == null)
71 return;
72
73 m_fetchInventoryDescendents2Url = config.GetString("Cap_FetchInventoryDescendents2", string.Empty);
74 m_webFetchInventoryDescendentsUrl = config.GetString("Cap_WebFetchInventoryDescendents", string.Empty);
75
76 if (m_fetchInventoryDescendents2Url != string.Empty || m_webFetchInventoryDescendentsUrl != string.Empty)
77 {
78 m_Enabled = true;
79 }
80 } 81 }
81 82
82 public void AddRegion(Scene s) 83 public void AddRegion(Scene s)
83 { 84 {
84 if (!m_Enabled)
85 return;
86
87 m_scene = s; 85 m_scene = s;
88 } 86 }
89 87
90 public void RemoveRegion(Scene s) 88 public void RemoveRegion(Scene s)
91 { 89 {
92 if (!m_Enabled)
93 return;
94
95 m_scene.EventManager.OnRegisterCaps -= RegisterCaps; 90 m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
91 m_scene.EventManager.OnDeregisterCaps -= DeregisterCaps;
96 m_scene = null; 92 m_scene = null;
97 } 93 }
98 94
99 public void RegionLoaded(Scene s) 95 public void RegionLoaded(Scene s)
100 { 96 {
101 if (!m_Enabled)
102 return;
103
104 m_InventoryService = m_scene.InventoryService; 97 m_InventoryService = m_scene.InventoryService;
105 m_LibraryService = m_scene.LibraryService; 98 m_LibraryService = m_scene.LibraryService;
106 99
107 // We'll reuse the same handler for all requests. 100 // We'll reuse the same handler for all requests.
108 if (m_fetchInventoryDescendents2Url == "localhost" || m_webFetchInventoryDescendentsUrl == "localhost") 101 m_webFetchHandler = new WebFetchInvDescHandler(m_InventoryService, m_LibraryService);
109 m_webFetchHandler = new WebFetchInvDescHandler(m_InventoryService, m_LibraryService);
110 102
111 m_scene.EventManager.OnRegisterCaps += RegisterCaps; 103 m_scene.EventManager.OnRegisterCaps += RegisterCaps;
104 m_scene.EventManager.OnDeregisterCaps += DeregisterCaps;
105
106 if (m_workerThreads == null)
107 {
108 m_workerThreads = new Thread[2];
109
110 for (uint i = 0; i < 2; i++)
111 {
112 m_workerThreads[i] = Watchdog.StartThread(DoInventoryRequests,
113 String.Format("InventoryWorkerThread{0}", i),
114 ThreadPriority.Normal,
115 false,
116 true,
117 null,
118 int.MaxValue);
119 }
120 }
112 } 121 }
113 122
114 public void PostInitialise() 123 public void PostInitialise()
@@ -126,43 +135,130 @@ namespace OpenSim.Region.ClientStack.Linden
126 135
127 #endregion 136 #endregion
128 137
129 private void RegisterCaps(UUID agentID, Caps caps) 138 ~WebFetchInvDescModule()
130 { 139 {
131 if (m_webFetchInventoryDescendentsUrl != "") 140 foreach (Thread t in m_workerThreads)
132 RegisterFetchCap(agentID, caps, "WebFetchInventoryDescendents", m_webFetchInventoryDescendentsUrl); 141 Watchdog.AbortThread(t.ManagedThreadId);
133
134 if (m_fetchInventoryDescendents2Url != "")
135 RegisterFetchCap(agentID, caps, "FetchInventoryDescendents2", m_fetchInventoryDescendents2Url);
136 } 142 }
137 143
138 private void RegisterFetchCap(UUID agentID, Caps caps, string capName, string url) 144 private class PollServiceInventoryEventArgs : PollServiceEventArgs
139 { 145 {
140 string capUrl; 146 private Dictionary<UUID, Hashtable> responses =
147 new Dictionary<UUID, Hashtable>();
148
149 public PollServiceInventoryEventArgs(UUID pId) :
150 base(null, null, null, null, pId, int.MaxValue)
151 {
152 HasEvents = (x, y) => { lock (responses) return responses.ContainsKey(x); };
153 GetEvents = (x, y) =>
154 {
155 lock (responses)
156 {
157 try
158 {
159 return responses[x];
160 }
161 finally
162 {
163 responses.Remove(x);
164 }
165 }
166 };
167
168 Request = (x, y) =>
169 {
170 aPollRequest reqinfo = new aPollRequest();
171 reqinfo.thepoll = this;
172 reqinfo.reqID = x;
173 reqinfo.request = y;
174
175 m_queue.Enqueue(reqinfo);
176 };
177
178 NoEvents = (x, y) =>
179 {
180/*
181 lock (requests)
182 {
183 Hashtable request = requests.Find(id => id["RequestID"].ToString() == x.ToString());
184 requests.Remove(request);
185 }
186*/
187 Hashtable response = new Hashtable();
188
189 response["int_response_code"] = 500;
190 response["str_response_string"] = "Script timeout";
191 response["content_type"] = "text/plain";
192 response["keepalive"] = false;
193 response["reusecontext"] = false;
194
195 return response;
196 };
197 }
141 198
142 if (url == "localhost") 199 public void Process(aPollRequest requestinfo)
143 { 200 {
144 capUrl = "/CAPS/" + UUID.Random(); 201 UUID requestID = requestinfo.reqID;
202
203 Hashtable response = new Hashtable();
204
205 response["int_response_code"] = 200;
206 response["content_type"] = "text/plain";
207 response["keepalive"] = false;
208 response["reusecontext"] = false;
145 209
146 IRequestHandler reqHandler 210 response["str_response_string"] = m_webFetchHandler.FetchInventoryDescendentsRequest(
147 = new RestStreamHandler( 211 requestinfo.request["body"].ToString(), String.Empty, String.Empty, null, null);
148 "POST",
149 capUrl,
150 m_webFetchHandler.FetchInventoryDescendentsRequest,
151 "FetchInventoryDescendents2",
152 agentID.ToString());
153 212
154 caps.RegisterHandler(capName, reqHandler); 213 lock (responses)
214 responses[requestID] = response;
155 } 215 }
156 else 216 }
217
218 private void RegisterCaps(UUID agentID, Caps caps)
219 {
220 string capUrl = "/CAPS/" + UUID.Random() + "/";
221
222 // Register this as a poll service
223 PollServiceInventoryEventArgs args = new PollServiceInventoryEventArgs(agentID);
224
225 args.Type = PollServiceEventArgs.EventType.Inventory;
226 MainServer.Instance.AddPollServiceHTTPHandler(capUrl, args);
227
228 string hostName = m_scene.RegionInfo.ExternalHostName;
229 uint port = (MainServer.Instance == null) ? 0 : MainServer.Instance.Port;
230 string protocol = "http";
231
232 if (MainServer.Instance.UseSSL)
157 { 233 {
158 capUrl = url; 234 hostName = MainServer.Instance.SSLCommonName;
235 port = MainServer.Instance.SSLPort;
236 protocol = "https";
237 }
238 caps.RegisterHandler("FetchInventoryDescendents2", String.Format("{0}://{1}:{2}{3}", protocol, hostName, port, capUrl));
239
240 m_capsDict[agentID] = capUrl;
241 }
159 242
160 caps.RegisterHandler(capName, capUrl); 243 private void DeregisterCaps(UUID agentID, Caps caps)
244 {
245 string capUrl;
246
247 if (m_capsDict.TryGetValue(agentID, out capUrl))
248 {
249 MainServer.Instance.RemoveHTTPHandler("", capUrl);
250 m_capsDict.Remove(agentID);
161 } 251 }
252 }
162 253
163// m_log.DebugFormat( 254 private void DoInventoryRequests()
164// "[WEB FETCH INV DESC MODULE]: Registered capability {0} at {1} in region {2} for {3}", 255 {
165// capName, capUrl, m_scene.RegionInfo.RegionName, agentID); 256 while (true)
257 {
258 aPollRequest poolreq = m_queue.Dequeue();
259
260 poolreq.thepoll.Process(poolreq);
261 }
166 } 262 }
167 } 263 }
168} \ No newline at end of file 264}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
index afbe56b..3995620 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
@@ -234,6 +234,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
234 m_stopPacket = TexturePacketCount(); 234 m_stopPacket = TexturePacketCount();
235 } 235 }
236 236
237 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
238 if (m_stopPacket == 1 && m_layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
239
237 m_currentPacket = StartPacket; 240 m_currentPacket = StartPacket;
238 } 241 }
239 } 242 }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 504df40..ddbd677 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -99,6 +99,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
99 public event AvatarPickerRequest OnAvatarPickerRequest; 99 public event AvatarPickerRequest OnAvatarPickerRequest;
100 public event StartAnim OnStartAnim; 100 public event StartAnim OnStartAnim;
101 public event StopAnim OnStopAnim; 101 public event StopAnim OnStopAnim;
102 public event ChangeAnim OnChangeAnim;
102 public event Action<IClientAPI> OnRequestAvatarsData; 103 public event Action<IClientAPI> OnRequestAvatarsData;
103 public event LinkObjects OnLinkObjects; 104 public event LinkObjects OnLinkObjects;
104 public event DelinkObjects OnDelinkObjects; 105 public event DelinkObjects OnDelinkObjects;
@@ -126,6 +127,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
126 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 127 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
127 public event UpdatePrimFlags OnUpdatePrimFlags; 128 public event UpdatePrimFlags OnUpdatePrimFlags;
128 public event UpdatePrimTexture OnUpdatePrimTexture; 129 public event UpdatePrimTexture OnUpdatePrimTexture;
130 public event ClientChangeObject onClientChangeObject;
129 public event UpdateVector OnUpdatePrimGroupPosition; 131 public event UpdateVector OnUpdatePrimGroupPosition;
130 public event UpdateVector OnUpdatePrimSinglePosition; 132 public event UpdateVector OnUpdatePrimSinglePosition;
131 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 133 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -159,6 +161,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
159 public event RequestTaskInventory OnRequestTaskInventory; 161 public event RequestTaskInventory OnRequestTaskInventory;
160 public event UpdateInventoryItem OnUpdateInventoryItem; 162 public event UpdateInventoryItem OnUpdateInventoryItem;
161 public event CopyInventoryItem OnCopyInventoryItem; 163 public event CopyInventoryItem OnCopyInventoryItem;
164 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
162 public event MoveInventoryItem OnMoveInventoryItem; 165 public event MoveInventoryItem OnMoveInventoryItem;
163 public event RemoveInventoryItem OnRemoveInventoryItem; 166 public event RemoveInventoryItem OnRemoveInventoryItem;
164 public event RemoveInventoryFolder OnRemoveInventoryFolder; 167 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -257,7 +260,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
257 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 260 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
258 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 261 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
259 public event ClassifiedDelete OnClassifiedDelete; 262 public event ClassifiedDelete OnClassifiedDelete;
260 public event ClassifiedDelete OnClassifiedGodDelete; 263 public event ClassifiedGodDelete OnClassifiedGodDelete;
261 public event EventNotificationAddRequest OnEventNotificationAddRequest; 264 public event EventNotificationAddRequest OnEventNotificationAddRequest;
262 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 265 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
263 public event EventGodDelete OnEventGodDelete; 266 public event EventGodDelete OnEventGodDelete;
@@ -288,10 +291,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
288 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 291 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
289 public event SimWideDeletesDelegate OnSimWideDeletes; 292 public event SimWideDeletesDelegate OnSimWideDeletes;
290 public event SendPostcard OnSendPostcard; 293 public event SendPostcard OnSendPostcard;
294 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
291 public event MuteListEntryUpdate OnUpdateMuteListEntry; 295 public event MuteListEntryUpdate OnUpdateMuteListEntry;
292 public event MuteListEntryRemove OnRemoveMuteListEntry; 296 public event MuteListEntryRemove OnRemoveMuteListEntry;
293 public event GodlikeMessage onGodlikeMessage; 297 public event GodlikeMessage onGodlikeMessage;
294 public event GodUpdateRegionInfoUpdate OnGodUpdateRegionInfoUpdate; 298 public event GodUpdateRegionInfoUpdate OnGodUpdateRegionInfoUpdate;
299 public event GenericCall2 OnUpdateThrottles;
295 300
296 #endregion Events 301 #endregion Events
297 302
@@ -326,6 +331,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
326 private Prioritizer m_prioritizer; 331 private Prioritizer m_prioritizer;
327 private bool m_disableFacelights = false; 332 private bool m_disableFacelights = false;
328 333
334 private bool m_VelocityInterpolate = false;
335 private const uint MaxTransferBytesPerPacket = 600;
336
337
329 /// <value> 338 /// <value>
330 /// List used in construction of data blocks for an object update packet. This is to stop us having to 339 /// List used in construction of data blocks for an object update packet. This is to stop us having to
331 /// continually recreate it. 340 /// continually recreate it.
@@ -337,14 +346,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
337 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 346 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
338 /// ownerless phantom. 347 /// ownerless phantom.
339 /// 348 ///
340 /// All manipulation of this set has to occur under a lock 349 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
341 /// 350 ///
342 /// </value> 351 /// </value>
343 protected HashSet<uint> m_killRecord; 352// protected HashSet<uint> m_killRecord;
344 353
345// protected HashSet<uint> m_attachmentsSent; 354// protected HashSet<uint> m_attachmentsSent;
346 355
347 private int m_moneyBalance; 356 private int m_moneyBalance;
357 private bool m_deliverPackets = true;
348 private int m_animationSequenceNumber = 1; 358 private int m_animationSequenceNumber = 1;
349 private bool m_SendLogoutPacketWhenClosing = true; 359 private bool m_SendLogoutPacketWhenClosing = true;
350 360
@@ -391,6 +401,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
391 get { return m_startpos; } 401 get { return m_startpos; }
392 set { m_startpos = value; } 402 set { m_startpos = value; }
393 } 403 }
404 public bool DeliverPackets
405 {
406 get { return m_deliverPackets; }
407 set {
408 m_deliverPackets = value;
409 m_udpClient.m_deliverPackets = value;
410 }
411 }
394 public UUID AgentId { get { return m_agentId; } } 412 public UUID AgentId { get { return m_agentId; } }
395 public ISceneAgent SceneAgent { get; set; } 413 public ISceneAgent SceneAgent { get; set; }
396 public UUID ActiveGroupId { get { return m_activeGroupID; } } 414 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -442,6 +460,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
442 } 460 }
443 461
444 public bool SendLogoutPacketWhenClosing { set { m_SendLogoutPacketWhenClosing = value; } } 462 public bool SendLogoutPacketWhenClosing { set { m_SendLogoutPacketWhenClosing = value; } }
463
445 464
446 #endregion Properties 465 #endregion Properties
447 466
@@ -468,7 +487,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
468 m_entityUpdates = new PriorityQueue(m_scene.Entities.Count); 487 m_entityUpdates = new PriorityQueue(m_scene.Entities.Count);
469 m_entityProps = new PriorityQueue(m_scene.Entities.Count); 488 m_entityProps = new PriorityQueue(m_scene.Entities.Count);
470 m_fullUpdateDataBlocksBuilder = new List<ObjectUpdatePacket.ObjectDataBlock>(); 489 m_fullUpdateDataBlocksBuilder = new List<ObjectUpdatePacket.ObjectDataBlock>();
471 m_killRecord = new HashSet<uint>(); 490// m_killRecord = new HashSet<uint>();
472// m_attachmentsSent = new HashSet<uint>(); 491// m_attachmentsSent = new HashSet<uint>();
473 492
474 m_assetService = m_scene.RequestModuleInterface<IAssetService>(); 493 m_assetService = m_scene.RequestModuleInterface<IAssetService>();
@@ -498,12 +517,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
498 517
499 #region Client Methods 518 #region Client Methods
500 519
520
521 /// <summary>
522 /// Close down the client view
523 /// </summary>
501 public void Close() 524 public void Close()
502 { 525 {
503 Close(false); 526 Close(true, false);
504 } 527 }
505 528
506 public void Close(bool force) 529 public void Close(bool sendStop, bool force)
507 { 530 {
508 // We lock here to prevent race conditions between two threads calling close simultaneously (e.g. 531 // We lock here to prevent race conditions between two threads calling close simultaneously (e.g.
509 // a simultaneous relog just as a client is being closed out due to no packet ack from the old connection. 532 // a simultaneous relog just as a client is being closed out due to no packet ack from the old connection.
@@ -515,7 +538,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
515 return; 538 return;
516 539
517 IsActive = false; 540 IsActive = false;
518 CloseWithoutChecks(); 541 CloseWithoutChecks(sendStop);
519 } 542 }
520 } 543 }
521 544
@@ -528,12 +551,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
528 /// 551 ///
529 /// Callers must lock ClosingSyncLock before calling. 552 /// Callers must lock ClosingSyncLock before calling.
530 /// </remarks> 553 /// </remarks>
531 public void CloseWithoutChecks() 554 public void CloseWithoutChecks(bool sendStop)
532 { 555 {
533 m_log.DebugFormat( 556 m_log.DebugFormat(
534 "[CLIENT]: Close has been called for {0} attached to scene {1}", 557 "[CLIENT]: Close has been called for {0} attached to scene {1}",
535 Name, m_scene.RegionInfo.RegionName); 558 Name, m_scene.RegionInfo.RegionName);
536 559
560 if (sendStop)
561 {
562 // Send the STOP packet
563 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
564 OutPacket(disable, ThrottleOutPacketType.Unknown);
565 }
566
537 // Shutdown the image manager 567 // Shutdown the image manager
538 ImageManager.Close(); 568 ImageManager.Close();
539 569
@@ -556,6 +586,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
556 // Disable UDP handling for this client 586 // Disable UDP handling for this client
557 m_udpClient.Shutdown(); 587 m_udpClient.Shutdown();
558 588
589
559 //m_log.InfoFormat("[CLIENTVIEW] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 590 //m_log.InfoFormat("[CLIENTVIEW] Memory pre GC {0}", System.GC.GetTotalMemory(false));
560 //GC.Collect(); 591 //GC.Collect();
561 //m_log.InfoFormat("[CLIENTVIEW] Memory post GC {0}", System.GC.GetTotalMemory(true)); 592 //m_log.InfoFormat("[CLIENTVIEW] Memory post GC {0}", System.GC.GetTotalMemory(true));
@@ -791,7 +822,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
791 handshake.RegionInfo3.ProductName = Util.StringToBytes256(regionInfo.RegionType); 822 handshake.RegionInfo3.ProductName = Util.StringToBytes256(regionInfo.RegionType);
792 handshake.RegionInfo3.ProductSKU = Utils.EmptyBytes; 823 handshake.RegionInfo3.ProductSKU = Utils.EmptyBytes;
793 824
794 OutPacket(handshake, ThrottleOutPacketType.Task); 825// OutPacket(handshake, ThrottleOutPacketType.Task);
826 // use same as MoveAgentIntoRegion (both should be task )
827 OutPacket(handshake, ThrottleOutPacketType.Unknown);
795 } 828 }
796 829
797 public void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look) 830 public void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
@@ -831,7 +864,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
831 reply.ChatData.OwnerID = ownerID; 864 reply.ChatData.OwnerID = ownerID;
832 reply.ChatData.SourceID = fromAgentID; 865 reply.ChatData.SourceID = fromAgentID;
833 866
834 OutPacket(reply, ThrottleOutPacketType.Task); 867 OutPacket(reply, ThrottleOutPacketType.Unknown);
835 } 868 }
836 869
837 /// <summary> 870 /// <summary>
@@ -1117,6 +1150,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1117 public virtual void SendLayerData(float[] map) 1150 public virtual void SendLayerData(float[] map)
1118 { 1151 {
1119 Util.FireAndForget(DoSendLayerData, map); 1152 Util.FireAndForget(DoSendLayerData, map);
1153
1154 // Send it sync, and async. It's not that much data
1155 // and it improves user experience just so much!
1156 DoSendLayerData(map);
1120 } 1157 }
1121 1158
1122 /// <summary> 1159 /// <summary>
@@ -1129,16 +1166,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1129 1166
1130 try 1167 try
1131 { 1168 {
1132 //for (int y = 0; y < 16; y++) 1169 for (int y = 0; y < 16; y++)
1133 //{ 1170 {
1134 // for (int x = 0; x < 16; x++) 1171 for (int x = 0; x < 16; x+=4)
1135 // { 1172 {
1136 // SendLayerData(x, y, map); 1173 SendLayerPacket(x, y, map);
1137 // } 1174 }
1138 //} 1175 }
1139
1140 // Send LayerData in a spiral pattern. Fun!
1141 SendLayerTopRight(map, 0, 0, 15, 15);
1142 } 1176 }
1143 catch (Exception e) 1177 catch (Exception e)
1144 { 1178 {
@@ -1146,51 +1180,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1146 } 1180 }
1147 } 1181 }
1148 1182
1149 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1150 {
1151 // Row
1152 for (int i = x1; i <= x2; i++)
1153 SendLayerData(i, y1, map);
1154
1155 // Column
1156 for (int j = y1 + 1; j <= y2; j++)
1157 SendLayerData(x2, j, map);
1158
1159 if (x2 - x1 > 0)
1160 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1161 }
1162
1163 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1164 {
1165 // Row in reverse
1166 for (int i = x2; i >= x1; i--)
1167 SendLayerData(i, y2, map);
1168
1169 // Column in reverse
1170 for (int j = y2 - 1; j >= y1; j--)
1171 SendLayerData(x1, j, map);
1172
1173 if (x2 - x1 > 0)
1174 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1175 }
1176
1177 /// <summary> 1183 /// <summary>
1178 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1184 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1179 /// </summary> 1185 /// </summary>
1180 /// <param name="map">heightmap</param> 1186 /// <param name="map">heightmap</param>
1181 /// <param name="px">X coordinate for patches 0..12</param> 1187 /// <param name="px">X coordinate for patches 0..12</param>
1182 /// <param name="py">Y coordinate for patches 0..15</param> 1188 /// <param name="py">Y coordinate for patches 0..15</param>
1183 // private void SendLayerPacket(float[] map, int y, int x) 1189 private void SendLayerPacket(int x, int y, float[] map)
1184 // { 1190 {
1185 // int[] patches = new int[4]; 1191 int[] patches = new int[4];
1186 // patches[0] = x + 0 + y * 16; 1192 patches[0] = x + 0 + y * 16;
1187 // patches[1] = x + 1 + y * 16; 1193 patches[1] = x + 1 + y * 16;
1188 // patches[2] = x + 2 + y * 16; 1194 patches[2] = x + 2 + y * 16;
1189 // patches[3] = x + 3 + y * 16; 1195 patches[3] = x + 3 + y * 16;
1190 1196
1191 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1197 float[] heightmap = (map.Length == 65536) ?
1192 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1198 map :
1193 // } 1199 LLHeightFieldMoronize(map);
1200
1201 try
1202 {
1203 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1204 OutPacket(layerpack, ThrottleOutPacketType.Land);
1205 }
1206 catch
1207 {
1208 for (int px = x ; px < x + 4 ; px++)
1209 SendLayerData(px, y, map);
1210 }
1211 }
1194 1212
1195 /// <summary> 1213 /// <summary>
1196 /// Sends a specified patch to a client 1214 /// Sends a specified patch to a client
@@ -1210,7 +1228,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1210 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1228 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1211 layerpack.Header.Reliable = true; 1229 layerpack.Header.Reliable = true;
1212 1230
1213 OutPacket(layerpack, ThrottleOutPacketType.Land); 1231 OutPacket(layerpack, ThrottleOutPacketType.Task);
1214 } 1232 }
1215 catch (Exception e) 1233 catch (Exception e)
1216 { 1234 {
@@ -1573,7 +1591,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1573 1591
1574 public void SendKillObject(ulong regionHandle, List<uint> localIDs) 1592 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1575 { 1593 {
1576// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1594// foreach (uint id in localIDs)
1595// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
1577 1596
1578 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1597 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1579 // TODO: don't create new blocks if recycling an old packet 1598 // TODO: don't create new blocks if recycling an old packet
@@ -1595,17 +1614,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1595 // We MUST lock for both manipulating the kill record and sending the packet, in order to avoid a race 1614 // We MUST lock for both manipulating the kill record and sending the packet, in order to avoid a race
1596 // condition where a kill can be processed before an out-of-date update for the same object. 1615 // condition where a kill can be processed before an out-of-date update for the same object.
1597 // ProcessEntityUpdates() also takes the m_killRecord lock. 1616 // ProcessEntityUpdates() also takes the m_killRecord lock.
1598 lock (m_killRecord) 1617// lock (m_killRecord)
1599 { 1618// {
1600 foreach (uint localID in localIDs) 1619// foreach (uint localID in localIDs)
1601 m_killRecord.Add(localID); 1620// m_killRecord.Add(localID);
1602 1621
1603 // The throttle queue used here must match that being used for updates. Otherwise, there is a 1622 // The throttle queue used here must match that being used for updates. Otherwise, there is a
1604 // chance that a kill packet put on a separate queue will be sent to the client before an existing 1623 // chance that a kill packet put on a separate queue will be sent to the client before an existing
1605 // update packet on another queue. Receiving updates after kills results in unowned and undeletable 1624 // update packet on another queue. Receiving updates after kills results in unowned and undeletable
1606 // scene objects in a viewer until that viewer is relogged in. 1625 // scene objects in a viewer until that viewer is relogged in.
1607 OutPacket(kill, ThrottleOutPacketType.Task); 1626 OutPacket(kill, ThrottleOutPacketType.Task);
1608 } 1627// }
1609 } 1628 }
1610 } 1629 }
1611 1630
@@ -2063,9 +2082,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2063 OutPacket(bulkUpdate, ThrottleOutPacketType.Asset); 2082 OutPacket(bulkUpdate, ThrottleOutPacketType.Asset);
2064 } 2083 }
2065 2084
2066 /// <see>IClientAPI.SendInventoryItemCreateUpdate(InventoryItemBase)</see>
2067 public void SendInventoryItemCreateUpdate(InventoryItemBase Item, uint callbackId) 2085 public void SendInventoryItemCreateUpdate(InventoryItemBase Item, uint callbackId)
2068 { 2086 {
2087 SendInventoryItemCreateUpdate(Item, UUID.Zero, callbackId);
2088 }
2089
2090 /// <see>IClientAPI.SendInventoryItemCreateUpdate(InventoryItemBase)</see>
2091 public void SendInventoryItemCreateUpdate(InventoryItemBase Item, UUID transactionID, uint callbackId)
2092 {
2069 const uint FULL_MASK_PERMISSIONS = (uint)PermissionMask.All; 2093 const uint FULL_MASK_PERMISSIONS = (uint)PermissionMask.All;
2070 2094
2071 UpdateCreateInventoryItemPacket InventoryReply 2095 UpdateCreateInventoryItemPacket InventoryReply
@@ -2075,6 +2099,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2075 // TODO: don't create new blocks if recycling an old packet 2099 // TODO: don't create new blocks if recycling an old packet
2076 InventoryReply.AgentData.AgentID = AgentId; 2100 InventoryReply.AgentData.AgentID = AgentId;
2077 InventoryReply.AgentData.SimApproved = true; 2101 InventoryReply.AgentData.SimApproved = true;
2102 InventoryReply.AgentData.TransactionID = transactionID;
2078 InventoryReply.InventoryData = new UpdateCreateInventoryItemPacket.InventoryDataBlock[1]; 2103 InventoryReply.InventoryData = new UpdateCreateInventoryItemPacket.InventoryDataBlock[1];
2079 InventoryReply.InventoryData[0] = new UpdateCreateInventoryItemPacket.InventoryDataBlock(); 2104 InventoryReply.InventoryData[0] = new UpdateCreateInventoryItemPacket.InventoryDataBlock();
2080 InventoryReply.InventoryData[0].ItemID = Item.ID; 2105 InventoryReply.InventoryData[0].ItemID = Item.ID;
@@ -2144,16 +2169,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2144 replytask.InventoryData.TaskID = taskID; 2169 replytask.InventoryData.TaskID = taskID;
2145 replytask.InventoryData.Serial = serial; 2170 replytask.InventoryData.Serial = serial;
2146 replytask.InventoryData.Filename = fileName; 2171 replytask.InventoryData.Filename = fileName;
2147 OutPacket(replytask, ThrottleOutPacketType.Asset); 2172 OutPacket(replytask, ThrottleOutPacketType.Task);
2148 } 2173 }
2149 2174
2150 public void SendXferPacket(ulong xferID, uint packet, byte[] data) 2175 public void SendXferPacket(ulong xferID, uint packet, byte[] data, bool isTaskInventory)
2151 { 2176 {
2177 ThrottleOutPacketType type = ThrottleOutPacketType.Asset;
2178 if (isTaskInventory)
2179 type = ThrottleOutPacketType.Task;
2180
2152 SendXferPacketPacket sendXfer = (SendXferPacketPacket)PacketPool.Instance.GetPacket(PacketType.SendXferPacket); 2181 SendXferPacketPacket sendXfer = (SendXferPacketPacket)PacketPool.Instance.GetPacket(PacketType.SendXferPacket);
2153 sendXfer.XferID.ID = xferID; 2182 sendXfer.XferID.ID = xferID;
2154 sendXfer.XferID.Packet = packet; 2183 sendXfer.XferID.Packet = packet;
2155 sendXfer.DataPacket.Data = data; 2184 sendXfer.DataPacket.Data = data;
2156 OutPacket(sendXfer, ThrottleOutPacketType.Asset); 2185 OutPacket(sendXfer, type);
2157 } 2186 }
2158 2187
2159 public void SendAbortXferPacket(ulong xferID) 2188 public void SendAbortXferPacket(ulong xferID)
@@ -2335,6 +2364,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2335 OutPacket(sound, ThrottleOutPacketType.Task); 2364 OutPacket(sound, ThrottleOutPacketType.Task);
2336 } 2365 }
2337 2366
2367 public void SendTransferAbort(TransferRequestPacket transferRequest)
2368 {
2369 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2370 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2371 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2372 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2373 OutPacket(abort, ThrottleOutPacketType.Task);
2374 }
2375
2338 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2376 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2339 { 2377 {
2340 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2378 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -2627,6 +2665,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2627 } 2665 }
2628 } 2666 }
2629 2667
2668 public void SendPartPhysicsProprieties(ISceneEntity entity)
2669 {
2670 SceneObjectPart part = (SceneObjectPart)entity;
2671 if (part != null && AgentId != UUID.Zero)
2672 {
2673 try
2674 {
2675 IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
2676 if (eq != null)
2677 {
2678 uint localid = part.LocalId;
2679 byte physshapetype = part.PhysicsShapeType;
2680 float density = part.Density;
2681 float friction = part.Friction;
2682 float bounce = part.Bounciness;
2683 float gravmod = part.GravityModifier;
2684
2685 eq.partPhysicsProperties(localid, physshapetype, density, friction, bounce, gravmod,AgentId);
2686 }
2687 }
2688 catch (Exception ex)
2689 {
2690 m_log.Error("Unable to send part Physics Proprieties - exception: " + ex.ToString());
2691 }
2692 part.UpdatePhysRequired = false;
2693 }
2694 }
2695
2696
2630 2697
2631 public void SendGroupNameReply(UUID groupLLUID, string GroupName) 2698 public void SendGroupNameReply(UUID groupLLUID, string GroupName)
2632 { 2699 {
@@ -2685,8 +2752,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2685 req.AssetInf.ID, req.AssetInf.Metadata.ContentType); 2752 req.AssetInf.ID, req.AssetInf.Metadata.ContentType);
2686 return; 2753 return;
2687 } 2754 }
2755 int WearableOut = 0;
2756 bool isWearable = false;
2757
2758 if (req.AssetInf != null)
2759 isWearable =
2760 ((AssetType) req.AssetInf.Type ==
2761 AssetType.Bodypart || (AssetType) req.AssetInf.Type == AssetType.Clothing);
2688 2762
2689 //m_log.Debug("sending asset " + req.RequestAssetID); 2763
2764 //m_log.Debug("sending asset " + req.RequestAssetID + ", iswearable: " + isWearable);
2765
2766
2767 //if (isWearable)
2768 // m_log.Debug((AssetType)req.AssetInf.Type);
2769
2690 TransferInfoPacket Transfer = new TransferInfoPacket(); 2770 TransferInfoPacket Transfer = new TransferInfoPacket();
2691 Transfer.TransferInfo.ChannelType = 2; 2771 Transfer.TransferInfo.ChannelType = 2;
2692 Transfer.TransferInfo.Status = 0; 2772 Transfer.TransferInfo.Status = 0;
@@ -2708,7 +2788,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2708 Transfer.TransferInfo.Size = req.AssetInf.Data.Length; 2788 Transfer.TransferInfo.Size = req.AssetInf.Data.Length;
2709 Transfer.TransferInfo.TransferID = req.TransferRequestID; 2789 Transfer.TransferInfo.TransferID = req.TransferRequestID;
2710 Transfer.Header.Zerocoded = true; 2790 Transfer.Header.Zerocoded = true;
2711 OutPacket(Transfer, ThrottleOutPacketType.Asset); 2791 OutPacket(Transfer, isWearable ? ThrottleOutPacketType.State : ThrottleOutPacketType.Asset);
2712 2792
2713 if (req.NumPackets == 1) 2793 if (req.NumPackets == 1)
2714 { 2794 {
@@ -2719,12 +2799,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2719 TransferPacket.TransferData.Data = req.AssetInf.Data; 2799 TransferPacket.TransferData.Data = req.AssetInf.Data;
2720 TransferPacket.TransferData.Status = 1; 2800 TransferPacket.TransferData.Status = 1;
2721 TransferPacket.Header.Zerocoded = true; 2801 TransferPacket.Header.Zerocoded = true;
2722 OutPacket(TransferPacket, ThrottleOutPacketType.Asset); 2802 OutPacket(TransferPacket, isWearable ? ThrottleOutPacketType.State : ThrottleOutPacketType.Asset);
2723 } 2803 }
2724 else 2804 else
2725 { 2805 {
2726 int processedLength = 0; 2806 int processedLength = 0;
2727 int maxChunkSize = Settings.MAX_PACKET_SIZE - 100; 2807// int maxChunkSize = Settings.MAX_PACKET_SIZE - 100;
2808
2809 int maxChunkSize = (int) MaxTransferBytesPerPacket;
2728 int packetNumber = 0; 2810 int packetNumber = 0;
2729 2811
2730 while (processedLength < req.AssetInf.Data.Length) 2812 while (processedLength < req.AssetInf.Data.Length)
@@ -2750,7 +2832,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2750 TransferPacket.TransferData.Status = 1; 2832 TransferPacket.TransferData.Status = 1;
2751 } 2833 }
2752 TransferPacket.Header.Zerocoded = true; 2834 TransferPacket.Header.Zerocoded = true;
2753 OutPacket(TransferPacket, ThrottleOutPacketType.Asset); 2835 OutPacket(TransferPacket, isWearable ? ThrottleOutPacketType.State : ThrottleOutPacketType.Asset);
2754 2836
2755 processedLength += chunkSize; 2837 processedLength += chunkSize;
2756 packetNumber++; 2838 packetNumber++;
@@ -2795,7 +2877,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2795 reply.Data.ParcelID = parcelID; 2877 reply.Data.ParcelID = parcelID;
2796 reply.Data.OwnerID = land.OwnerID; 2878 reply.Data.OwnerID = land.OwnerID;
2797 reply.Data.Name = Utils.StringToBytes(land.Name); 2879 reply.Data.Name = Utils.StringToBytes(land.Name);
2798 reply.Data.Desc = Utils.StringToBytes(land.Description); 2880 if (land != null && land.Description != null && land.Description != String.Empty)
2881 reply.Data.Desc = Utils.StringToBytes(land.Description.Substring(0, land.Description.Length > 254 ? 254: land.Description.Length));
2882 else
2883 reply.Data.Desc = new Byte[0];
2799 reply.Data.ActualArea = land.Area; 2884 reply.Data.ActualArea = land.Area;
2800 reply.Data.BillableArea = land.Area; // TODO: what is this? 2885 reply.Data.BillableArea = land.Area; // TODO: what is this?
2801 2886
@@ -3502,24 +3587,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3502 aw.WearableData = new AgentWearablesUpdatePacket.WearableDataBlock[count]; 3587 aw.WearableData = new AgentWearablesUpdatePacket.WearableDataBlock[count];
3503 AgentWearablesUpdatePacket.WearableDataBlock awb; 3588 AgentWearablesUpdatePacket.WearableDataBlock awb;
3504 int idx = 0; 3589 int idx = 0;
3505 for (int i = 0; i < wearables.Length; i++) 3590
3506 { 3591 for (int i = 0; i < wearables.Length; i++)
3507 for (int j = 0; j < wearables[i].Count; j++) 3592 {
3508 { 3593 for (int j = 0; j < wearables[i].Count; j++)
3509 awb = new AgentWearablesUpdatePacket.WearableDataBlock(); 3594 {
3510 awb.WearableType = (byte)i; 3595 awb = new AgentWearablesUpdatePacket.WearableDataBlock();
3511 awb.AssetID = wearables[i][j].AssetID; 3596 awb.WearableType = (byte) i;
3512 awb.ItemID = wearables[i][j].ItemID; 3597 awb.AssetID = wearables[i][j].AssetID;
3513 aw.WearableData[idx] = awb; 3598 awb.ItemID = wearables[i][j].ItemID;
3514 idx++; 3599 aw.WearableData[idx] = awb;
3515 3600 idx++;
3516// m_log.DebugFormat( 3601
3517// "[APPEARANCE]: Sending wearable item/asset {0} {1} (index {2}) for {3}", 3602 // m_log.DebugFormat(
3518// awb.ItemID, awb.AssetID, i, Name); 3603 // "[APPEARANCE]: Sending wearable item/asset {0} {1} (index {2}) for {3}",
3519 } 3604 // awb.ItemID, awb.AssetID, i, Name);
3520 } 3605 }
3606 }
3521 3607
3522 OutPacket(aw, ThrottleOutPacketType.Task); 3608 OutPacket(aw, ThrottleOutPacketType.State);
3523 } 3609 }
3524 3610
3525 public void SendAppearance(UUID agentID, byte[] visualParams, byte[] textureEntry) 3611 public void SendAppearance(UUID agentID, byte[] visualParams, byte[] textureEntry)
@@ -3530,7 +3616,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3530 3616
3531 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance); 3617 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance);
3532 // TODO: don't create new blocks if recycling an old packet 3618 // TODO: don't create new blocks if recycling an old packet
3533 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218]; 3619 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[visualParams.Length];
3534 avp.ObjectData.TextureEntry = textureEntry; 3620 avp.ObjectData.TextureEntry = textureEntry;
3535 3621
3536 AvatarAppearancePacket.VisualParamBlock avblock = null; 3622 AvatarAppearancePacket.VisualParamBlock avblock = null;
@@ -3543,8 +3629,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3543 3629
3544 avp.Sender.IsTrial = false; 3630 avp.Sender.IsTrial = false;
3545 avp.Sender.ID = agentID; 3631 avp.Sender.ID = agentID;
3546 //m_log.DebugFormat("[CLIENT]: Sending appearance for {0} to {1}", agentID.ToString(), AgentId.ToString()); 3632 m_log.DebugFormat("[CLIENT]: Sending appearance for {0} to {1}", agentID.ToString(), AgentId.ToString());
3547 OutPacket(avp, ThrottleOutPacketType.Task); 3633 OutPacket(avp, ThrottleOutPacketType.State);
3548 } 3634 }
3549 3635
3550 public void SendAnimations(UUID[] animations, int[] seqs, UUID sourceAgentId, UUID[] objectIDs) 3636 public void SendAnimations(UUID[] animations, int[] seqs, UUID sourceAgentId, UUID[] objectIDs)
@@ -3660,7 +3746,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3660 /// </summary> 3746 /// </summary>
3661 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3747 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3662 { 3748 {
3663 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3749 if (entity is SceneObjectPart)
3750 {
3751 SceneObjectPart e = (SceneObjectPart)entity;
3752 SceneObjectGroup g = e.ParentGroup;
3753 if (g.RootPart.Shape.State > 30) // HUD
3754 if (g.OwnerID != AgentId)
3755 return; // Don't send updates for other people's HUDs
3756 }
3757
3664 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3758 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3665 3759
3666 lock (m_entityUpdates.SyncRoot) 3760 lock (m_entityUpdates.SyncRoot)
@@ -3727,27 +3821,74 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3727 3821
3728 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3822 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3729 // condition where a kill can be processed before an out-of-date update for the same object. 3823 // condition where a kill can be processed before an out-of-date update for the same object.
3730 lock (m_killRecord) 3824 float avgTimeDilation = 1.0f;
3825 IEntityUpdate iupdate;
3826 Int32 timeinqueue; // this is just debugging code & can be dropped later
3827
3828 while (updatesThisCall < maxUpdates)
3731 { 3829 {
3732 float avgTimeDilation = 1.0f; 3830 lock (m_entityUpdates.SyncRoot)
3733 IEntityUpdate iupdate; 3831 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3734 Int32 timeinqueue; // this is just debugging code & can be dropped later 3832 break;
3833
3834 EntityUpdate update = (EntityUpdate)iupdate;
3835
3836 avgTimeDilation += update.TimeDilation;
3837 avgTimeDilation *= 0.5f;
3735 3838
3736 while (updatesThisCall < maxUpdates) 3839 if (update.Entity is SceneObjectPart)
3737 { 3840 {
3738 lock (m_entityUpdates.SyncRoot) 3841 SceneObjectPart part = (SceneObjectPart)update.Entity;
3739 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3740 break;
3741 3842
3742 EntityUpdate update = (EntityUpdate)iupdate; 3843 if (part.ParentGroup.IsDeleted)
3743 3844 continue;
3744 avgTimeDilation += update.TimeDilation;
3745 avgTimeDilation *= 0.5f;
3746 3845
3747 if (update.Entity is SceneObjectPart) 3846 if (part.ParentGroup.IsAttachment)
3847 { // Someone else's HUD, why are we getting these?
3848 if (part.ParentGroup.OwnerID != AgentId &&
3849 part.ParentGroup.RootPart.Shape.State > 30)
3850 continue;
3851 ScenePresence sp;
3852 // Owner is not in the sim, don't update it to
3853 // anyone
3854 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3855 continue;
3856
3857 List<SceneObjectGroup> atts = sp.GetAttachments();
3858 bool found = false;
3859 foreach (SceneObjectGroup att in atts)
3860 {
3861 if (att == part.ParentGroup)
3862 {
3863 found = true;
3864 break;
3865 }
3866 }
3867
3868 // It's an attachment of a valid avatar, but
3869 // doesn't seem to be attached, skip
3870 if (!found)
3871 continue;
3872
3873 // On vehicle crossing, the attachments are received
3874 // while the avatar is still a child. Don't send
3875 // updates here because the LocalId has not yet
3876 // been updated and the viewer will derender the
3877 // attachments until the avatar becomes root.
3878 if (sp.IsChildAgent)
3879 continue;
3880
3881 // If the object is an attachment we don't want it to be in the kill
3882 // record. Else attaching from inworld and subsequently dropping
3883 // it will no longer work.
3884// lock (m_killRecord)
3885// {
3886// m_killRecord.Remove(part.LocalId);
3887// m_killRecord.Remove(part.ParentGroup.RootPart.LocalId);
3888// }
3889 }
3890 else
3748 { 3891 {
3749 SceneObjectPart part = (SceneObjectPart)update.Entity;
3750
3751 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client 3892 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3752 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good 3893 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3753 // safety measure. 3894 // safety measure.
@@ -3758,241 +3899,177 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3758 // 3899 //
3759 // This doesn't appear to apply to child prims - a client will happily ignore these updates 3900 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3760 // after the root prim has been deleted. 3901 // after the root prim has been deleted.
3761 if (m_killRecord.Contains(part.LocalId)) 3902 //
3762 { 3903 // We ignore this for attachments because attaching something from inworld breaks unless we do.
3763 // m_log.WarnFormat( 3904// lock (m_killRecord)
3764 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted", 3905// {
3765 // part.LocalId, Name); 3906// if (m_killRecord.Contains(part.LocalId))
3766 continue; 3907// continue;
3767 } 3908// if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3768 3909// continue;
3769 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3910// }
3911 }
3912
3913 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3914 {
3915 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3916 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3770 { 3917 {
3771 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3918 part.Shape.LightEntry = false;
3772 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3773 {
3774 part.Shape.LightEntry = false;
3775 }
3776 } 3919 }
3777 } 3920 }
3778 3921 }
3779 #region UpdateFlags to packet type conversion 3922
3780 3923 ++updatesThisCall;
3781 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags; 3924
3782 3925 #region UpdateFlags to packet type conversion
3783 bool canUseCompressed = true; 3926
3784 bool canUseImproved = true; 3927 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3785 3928
3786 // Compressed object updates only make sense for LL primitives 3929 bool canUseCompressed = true;
3787 if (!(update.Entity is SceneObjectPart)) 3930 bool canUseImproved = true;
3931
3932 // Compressed object updates only make sense for LL primitives
3933 if (!(update.Entity is SceneObjectPart))
3934 {
3935 canUseCompressed = false;
3936 }
3937
3938 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3939 {
3940 canUseCompressed = false;
3941 canUseImproved = false;
3942 }
3943 else
3944 {
3945 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3946 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3947 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3948 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3788 { 3949 {
3789 canUseCompressed = false; 3950 canUseCompressed = false;
3790 } 3951 }
3791 3952
3792 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate)) 3953 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3954 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3955 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3956 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3957 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3958 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3959 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3960 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3961 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3962 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3963 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3964 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3965 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3966 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3793 { 3967 {
3794 canUseCompressed = false;
3795 canUseImproved = false; 3968 canUseImproved = false;
3796 } 3969 }
3797 else 3970 }
3798 {
3799 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3800 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3801 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3802 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3803 {
3804 canUseCompressed = false;
3805 }
3806
3807 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3808 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3809 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3810 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3811 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3812 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3813 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3814 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3815 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3816 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3817 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3818 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3819 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3820 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3821 {
3822 canUseImproved = false;
3823 }
3824 }
3825
3826 #endregion UpdateFlags to packet type conversion
3827
3828 #region Block Construction
3829
3830 // TODO: Remove this once we can build compressed updates
3831 canUseCompressed = false;
3832 3971
3833 if (!canUseImproved && !canUseCompressed) 3972 #endregion UpdateFlags to packet type conversion
3834 {
3835 ObjectUpdatePacket.ObjectDataBlock updateBlock;
3836 3973
3837 if (update.Entity is ScenePresence) 3974 #region Block Construction
3838 {
3839 updateBlock = CreateAvatarUpdateBlock((ScenePresence)update.Entity);
3840 }
3841 else
3842 {
3843 SceneObjectPart part = (SceneObjectPart)update.Entity;
3844 updateBlock = CreatePrimUpdateBlock(part, AgentId);
3845
3846 // If the part has become a private hud since the update was scheduled then we do not
3847 // want to send it to other avatars.
3848 if (part.ParentGroup.IsAttachment
3849 && part.ParentGroup.HasPrivateAttachmentPoint
3850 && part.ParentGroup.AttachedAvatar != AgentId)
3851 continue;
3852
3853 // If the part has since been deleted, then drop the update. In the case of attachments,
3854 // this is to avoid spurious updates to other viewers since post-processing of attachments
3855 // has to change the IsAttachment flag for various reasons (which will end up in a pass
3856 // of the test above).
3857 //
3858 // Actual deletions (kills) happen in another method.
3859 if (part.ParentGroup.IsDeleted)
3860 continue;
3861 }
3862 3975
3863 objectUpdateBlocks.Value.Add(updateBlock); 3976 // TODO: Remove this once we can build compressed updates
3864 objectUpdates.Value.Add(update); 3977 canUseCompressed = false;
3865 }
3866 else if (!canUseImproved)
3867 {
3868 SceneObjectPart part = (SceneObjectPart)update.Entity;
3869 ObjectUpdateCompressedPacket.ObjectDataBlock compressedBlock
3870 = CreateCompressedUpdateBlock(part, updateFlags);
3871
3872 // If the part has since been deleted, then drop the update. In the case of attachments,
3873 // this is to avoid spurious updates to other viewers since post-processing of attachments
3874 // has to change the IsAttachment flag for various reasons (which will end up in a pass
3875 // of the test above).
3876 //
3877 // Actual deletions (kills) happen in another method.
3878 if (part.ParentGroup.IsDeleted)
3879 continue;
3880 3978
3881 compressedUpdateBlocks.Value.Add(compressedBlock); 3979 if (!canUseImproved && !canUseCompressed)
3882 compressedUpdates.Value.Add(update); 3980 {
3981 if (update.Entity is ScenePresence)
3982 {
3983 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3883 } 3984 }
3884 else 3985 else
3885 { 3986 {
3886 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3987 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3887 {
3888 // Self updates go into a special list
3889 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3890 terseAgentUpdates.Value.Add(update);
3891 }
3892 else
3893 {
3894 ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseUpdateBlock
3895 = CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures));
3896
3897 // Everything else goes here
3898 if (update.Entity is SceneObjectPart)
3899 {
3900 SceneObjectPart part = (SceneObjectPart)update.Entity;
3901
3902 // If the part has become a private hud since the update was scheduled then we do not
3903 // want to send it to other avatars.
3904 if (part.ParentGroup.IsAttachment
3905 && part.ParentGroup.HasPrivateAttachmentPoint
3906 && part.ParentGroup.AttachedAvatar != AgentId)
3907 continue;
3908
3909 // If the part has since been deleted, then drop the update. In the case of attachments,
3910 // this is to avoid spurious updates to other viewers since post-processing of attachments
3911 // has to change the IsAttachment flag for various reasons (which will end up in a pass
3912 // of the test above).
3913 //
3914 // Actual deletions (kills) happen in another method.
3915 if (part.ParentGroup.IsDeleted)
3916 continue;
3917 }
3918
3919 terseUpdateBlocks.Value.Add(terseUpdateBlock);
3920 terseUpdates.Value.Add(update);
3921 }
3922 } 3988 }
3923
3924 ++updatesThisCall;
3925
3926 #endregion Block Construction
3927 } 3989 }
3928 3990 else if (!canUseImproved)
3929 #region Packet Sending
3930 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3931
3932 if (terseAgentUpdateBlocks.IsValueCreated)
3933 { 3991 {
3934 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value; 3992 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3993 }
3994 else
3995 {
3996 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3997 // Self updates go into a special list
3998 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3999 else
4000 // Everything else goes here
4001 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
4002 }
3935 4003
3936 ImprovedTerseObjectUpdatePacket packet 4004 #endregion Block Construction
3937 = (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ImprovedTerseObjectUpdate); 4005 }
3938 4006
3939 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 4007 #region Packet Sending
3940 packet.RegionData.TimeDilation = timeDilation; 4008
3941 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 4009 const float TIME_DILATION = 1.0f;
4010 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
4011
4012 if (terseAgentUpdateBlocks.IsValueCreated)
4013 {
4014 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3942 4015
3943 for (int i = 0; i < blocks.Count; i++) 4016 ImprovedTerseObjectUpdatePacket packet
3944 packet.ObjectData[i] = blocks[i]; 4017 = (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ImprovedTerseObjectUpdate);
3945 // If any of the packets created from this call go unacknowledged, all of the updates will be resent 4018 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3946 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); }); 4019 packet.RegionData.TimeDilation = timeDilation;
3947 } 4020 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3948 4021
3949 if (objectUpdateBlocks.IsValueCreated) 4022 for (int i = 0; i < blocks.Count; i++)
3950 { 4023 packet.ObjectData[i] = blocks[i];
3951 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3952
3953 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3954 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3955 packet.RegionData.TimeDilation = timeDilation;
3956 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3957
3958 for (int i = 0; i < blocks.Count; i++)
3959 packet.ObjectData[i] = blocks[i];
3960 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3961 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3962 }
3963
3964 if (compressedUpdateBlocks.IsValueCreated)
3965 {
3966 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3967
3968 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3969 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3970 packet.RegionData.TimeDilation = timeDilation;
3971 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3972
3973 for (int i = 0; i < blocks.Count; i++)
3974 packet.ObjectData[i] = blocks[i];
3975 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3976 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3977 }
3978 4024
3979 if (terseUpdateBlocks.IsValueCreated) 4025 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3980 { 4026 }
3981 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3982
3983 ImprovedTerseObjectUpdatePacket packet
3984 = (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(
3985 PacketType.ImprovedTerseObjectUpdate);
3986 4027
3987 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 4028 if (objectUpdateBlocks.IsValueCreated)
3988 packet.RegionData.TimeDilation = timeDilation; 4029 {
3989 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 4030 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3990 4031
3991 for (int i = 0; i < blocks.Count; i++) 4032 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3992 packet.ObjectData[i] = blocks[i]; 4033 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3993 // If any of the packets created from this call go unacknowledged, all of the updates will be resent 4034 packet.RegionData.TimeDilation = timeDilation;
3994 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); }); 4035 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3995 } 4036
4037 for (int i = 0; i < blocks.Count; i++)
4038 packet.ObjectData[i] = blocks[i];
4039
4040 OutPacket(packet, ThrottleOutPacketType.Task, true);
4041 }
4042
4043 if (compressedUpdateBlocks.IsValueCreated)
4044 {
4045 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
4046
4047 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
4048 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
4049 packet.RegionData.TimeDilation = timeDilation;
4050 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
4051
4052 for (int i = 0; i < blocks.Count; i++)
4053 packet.ObjectData[i] = blocks[i];
4054
4055 OutPacket(packet, ThrottleOutPacketType.Task, true);
4056 }
4057
4058 if (terseUpdateBlocks.IsValueCreated)
4059 {
4060 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
4061
4062 ImprovedTerseObjectUpdatePacket packet
4063 = (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(
4064 PacketType.ImprovedTerseObjectUpdate);
4065 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
4066 packet.RegionData.TimeDilation = timeDilation;
4067 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
4068
4069 for (int i = 0; i < blocks.Count; i++)
4070 packet.ObjectData[i] = blocks[i];
4071
4072 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3996 } 4073 }
3997 4074
3998 #endregion Packet Sending 4075 #endregion Packet Sending
@@ -4285,11 +4362,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4285 4362
4286 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4363 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4287 // of the object rather than the properties when the packet was created 4364 // of the object rather than the properties when the packet was created
4288 OutPacket(packet, ThrottleOutPacketType.Task, true, 4365 // HACK : Remove intelligent resending until it's fixed in core
4289 delegate(OutgoingPacket oPacket) 4366 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4290 { 4367 // delegate(OutgoingPacket oPacket)
4291 ResendPropertyUpdates(updates, oPacket); 4368 // {
4292 }); 4369 // ResendPropertyUpdates(updates, oPacket);
4370 // });
4371 OutPacket(packet, ThrottleOutPacketType.Task, true);
4293 4372
4294 // pbcnt += blocks.Count; 4373 // pbcnt += blocks.Count;
4295 // ppcnt++; 4374 // ppcnt++;
@@ -4315,11 +4394,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4315 // of the object rather than the properties when the packet was created 4394 // of the object rather than the properties when the packet was created
4316 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4395 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4317 updates.Add(familyUpdates.Value[i]); 4396 updates.Add(familyUpdates.Value[i]);
4318 OutPacket(packet, ThrottleOutPacketType.Task, true, 4397 // HACK : Remove intelligent resending until it's fixed in core
4319 delegate(OutgoingPacket oPacket) 4398 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4320 { 4399 // delegate(OutgoingPacket oPacket)
4321 ResendPropertyUpdates(updates, oPacket); 4400 // {
4322 }); 4401 // ResendPropertyUpdates(updates, oPacket);
4402 // });
4403 OutPacket(packet, ThrottleOutPacketType.Task, true);
4323 4404
4324 // fpcnt++; 4405 // fpcnt++;
4325 // fbcnt++; 4406 // fbcnt++;
@@ -4691,7 +4772,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4691 4772
4692 if (landData.SimwideArea > 0) 4773 if (landData.SimwideArea > 0)
4693 { 4774 {
4694 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4775 int simulatorCapacity = (int)((long)landData.SimwideArea * (long)m_scene.RegionInfo.ObjectCapacity * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus / 65536L);
4776 // Never report more than sim total capacity
4777 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4778 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4695 updateMessage.SimWideMaxPrims = simulatorCapacity; 4779 updateMessage.SimWideMaxPrims = simulatorCapacity;
4696 } 4780 }
4697 else 4781 else
@@ -4820,14 +4904,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4820 4904
4821 if (notifyCount > 0) 4905 if (notifyCount > 0)
4822 { 4906 {
4823 if (notifyCount > 32) 4907// if (notifyCount > 32)
4824 { 4908// {
4825 m_log.InfoFormat( 4909// m_log.InfoFormat(
4826 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4910// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4827 + " - a developer might want to investigate whether this is a hard limit", 32); 4911// + " - a developer might want to investigate whether this is a hard limit", 32);
4828 4912//
4829 notifyCount = 32; 4913// notifyCount = 32;
4830 } 4914// }
4831 4915
4832 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4916 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4833 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4917 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -4882,9 +4966,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4882 { 4966 {
4883 ScenePresence presence = (ScenePresence)entity; 4967 ScenePresence presence = (ScenePresence)entity;
4884 4968
4969 position = presence.OffsetPosition;
4970 rotation = presence.Rotation;
4971
4972 if (presence.ParentID != 0)
4973 {
4974 SceneObjectPart part = m_scene.GetSceneObjectPart(presence.ParentID);
4975 if (part != null && part != part.ParentGroup.RootPart)
4976 {
4977 position = part.OffsetPosition + presence.OffsetPosition * part.RotationOffset;
4978 rotation = part.RotationOffset * presence.Rotation;
4979 }
4980 }
4981
4885 attachPoint = 0; 4982 attachPoint = 0;
4886 collisionPlane = presence.CollisionPlane; 4983 collisionPlane = presence.CollisionPlane;
4887 position = presence.OffsetPosition;
4888 velocity = presence.Velocity; 4984 velocity = presence.Velocity;
4889 acceleration = Vector3.Zero; 4985 acceleration = Vector3.Zero;
4890 4986
@@ -4892,9 +4988,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4892 // in that direction, even though we don't model this on the server. Implementing this in the future 4988 // in that direction, even though we don't model this on the server. Implementing this in the future
4893 // may improve movement smoothness. 4989 // may improve movement smoothness.
4894// acceleration = new Vector3(1, 0, 0); 4990// acceleration = new Vector3(1, 0, 0);
4895 4991
4896 angularVelocity = Vector3.Zero; 4992 angularVelocity = Vector3.Zero;
4897 rotation = presence.Rotation;
4898 4993
4899 if (sendTexture) 4994 if (sendTexture)
4900 textureEntry = presence.Appearance.Texture.GetBytes(); 4995 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -5001,13 +5096,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5001 5096
5002 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data) 5097 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
5003 { 5098 {
5099 Vector3 offsetPosition = data.OffsetPosition;
5100 Quaternion rotation = data.Rotation;
5101 uint parentID = data.ParentID;
5102
5103 if (parentID != 0)
5104 {
5105 SceneObjectPart part = m_scene.GetSceneObjectPart(parentID);
5106 if (part != null && part != part.ParentGroup.RootPart)
5107 {
5108 offsetPosition = part.OffsetPosition + data.OffsetPosition * part.RotationOffset;
5109 rotation = part.RotationOffset * data.Rotation;
5110 parentID = part.ParentGroup.RootPart.LocalId;
5111 }
5112 }
5113
5004 byte[] objectData = new byte[76]; 5114 byte[] objectData = new byte[76];
5005 5115
5006 data.CollisionPlane.ToBytes(objectData, 0); 5116 data.CollisionPlane.ToBytes(objectData, 0);
5007 data.OffsetPosition.ToBytes(objectData, 16); 5117 offsetPosition.ToBytes(objectData, 16);
5008// data.Velocity.ToBytes(objectData, 28); 5118// data.Velocity.ToBytes(objectData, 28);
5009// data.Acceleration.ToBytes(objectData, 40); 5119// data.Acceleration.ToBytes(objectData, 40);
5010 data.Rotation.ToBytes(objectData, 52); 5120 rotation.ToBytes(objectData, 52);
5011 //data.AngularVelocity.ToBytes(objectData, 64); 5121 //data.AngularVelocity.ToBytes(objectData, 64);
5012 5122
5013 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 5123 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
@@ -5021,14 +5131,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5021 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " + 5131 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
5022 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle); 5132 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
5023 update.ObjectData = objectData; 5133 update.ObjectData = objectData;
5024 update.ParentID = data.ParentID; 5134 update.ParentID = parentID;
5025 update.PathCurve = 16; 5135 update.PathCurve = 16;
5026 update.PathScaleX = 100; 5136 update.PathScaleX = 100;
5027 update.PathScaleY = 100; 5137 update.PathScaleY = 100;
5028 update.PCode = (byte)PCode.Avatar; 5138 update.PCode = (byte)PCode.Avatar;
5029 update.ProfileCurve = 1; 5139 update.ProfileCurve = 1;
5030 update.PSBlock = Utils.EmptyBytes; 5140 update.PSBlock = Utils.EmptyBytes;
5031 update.Scale = new Vector3(0.45f, 0.6f, 1.9f); 5141 update.Scale = data.Appearance.AvatarSize;
5142// update.Scale.Z -= 0.2f;
5143
5032 update.Text = Utils.EmptyBytes; 5144 update.Text = Utils.EmptyBytes;
5033 update.TextColor = new byte[4]; 5145 update.TextColor = new byte[4];
5034 5146
@@ -5039,10 +5151,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5039 update.TextureEntry = Utils.EmptyBytes; 5151 update.TextureEntry = Utils.EmptyBytes;
5040// update.TextureEntry = (data.Appearance.Texture != null) ? data.Appearance.Texture.GetBytes() : Utils.EmptyBytes; 5152// update.TextureEntry = (data.Appearance.Texture != null) ? data.Appearance.Texture.GetBytes() : Utils.EmptyBytes;
5041 5153
5154/* all this flags seem related to prims and not avatars. This allow for wrong viewer side move of a avatar in prim edition mode (anv mantis 854)
5042 update.UpdateFlags = (uint)( 5155 update.UpdateFlags = (uint)(
5043 PrimFlags.Physics | PrimFlags.ObjectModify | PrimFlags.ObjectCopy | PrimFlags.ObjectAnyOwner | 5156 PrimFlags.Physics | PrimFlags.ObjectModify | PrimFlags.ObjectCopy | PrimFlags.ObjectAnyOwner |
5044 PrimFlags.ObjectYouOwner | PrimFlags.ObjectMove | PrimFlags.InventoryEmpty | PrimFlags.ObjectTransfer | 5157 PrimFlags.ObjectYouOwner | PrimFlags.ObjectMove | PrimFlags.InventoryEmpty | PrimFlags.ObjectTransfer |
5045 PrimFlags.ObjectOwnerModify); 5158 PrimFlags.ObjectOwnerModify);
5159*/
5160 update.UpdateFlags = 0;
5046 5161
5047 return update; 5162 return update;
5048 } 5163 }
@@ -5213,8 +5328,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5213 // If AgentUpdate is ever handled asynchronously, then we will also need to construct a new AgentUpdateArgs 5328 // If AgentUpdate is ever handled asynchronously, then we will also need to construct a new AgentUpdateArgs
5214 // for each AgentUpdate packet. 5329 // for each AgentUpdate packet.
5215 AddLocalPacketHandler(PacketType.AgentUpdate, HandleAgentUpdate, false); 5330 AddLocalPacketHandler(PacketType.AgentUpdate, HandleAgentUpdate, false);
5216 5331
5217 AddLocalPacketHandler(PacketType.ViewerEffect, HandleViewerEffect, false); 5332 AddLocalPacketHandler(PacketType.ViewerEffect, HandleViewerEffect, false);
5333 AddLocalPacketHandler(PacketType.VelocityInterpolateOff, HandleVelocityInterpolateOff, false);
5334 AddLocalPacketHandler(PacketType.VelocityInterpolateOn, HandleVelocityInterpolateOn, false);
5218 AddLocalPacketHandler(PacketType.AgentCachedTexture, HandleAgentTextureCached, false); 5335 AddLocalPacketHandler(PacketType.AgentCachedTexture, HandleAgentTextureCached, false);
5219 AddLocalPacketHandler(PacketType.MultipleObjectUpdate, HandleMultipleObjUpdate, false); 5336 AddLocalPacketHandler(PacketType.MultipleObjectUpdate, HandleMultipleObjUpdate, false);
5220 AddLocalPacketHandler(PacketType.MoneyTransferRequest, HandleMoneyTransferRequest, false); 5337 AddLocalPacketHandler(PacketType.MoneyTransferRequest, HandleMoneyTransferRequest, false);
@@ -5366,6 +5483,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5366 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5483 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5367 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5484 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5368 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5485 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5486 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5369 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5487 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5370 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5488 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5371 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5489 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5432,6 +5550,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5432 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5550 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5433 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5551 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5434 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5552 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5553 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5435 5554
5436 AddGenericPacketHandler("autopilot", HandleAutopilot); 5555 AddGenericPacketHandler("autopilot", HandleAutopilot);
5437 } 5556 }
@@ -5470,6 +5589,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5470 (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || 5589 (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) ||
5471 (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || 5590 (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) ||
5472 (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || 5591 (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) ||
5592 (x.ControlFlags != 0) ||
5473 (x.Far != m_lastAgentUpdateArgs.Far) || 5593 (x.Far != m_lastAgentUpdateArgs.Far) ||
5474 (x.Flags != m_lastAgentUpdateArgs.Flags) || 5594 (x.Flags != m_lastAgentUpdateArgs.Flags) ||
5475 (x.State != m_lastAgentUpdateArgs.State) || 5595 (x.State != m_lastAgentUpdateArgs.State) ||
@@ -5729,6 +5849,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5729 return true; 5849 return true;
5730 } 5850 }
5731 5851
5852 private bool HandleVelocityInterpolateOff(IClientAPI sender, Packet Pack)
5853 {
5854 VelocityInterpolateOffPacket p = (VelocityInterpolateOffPacket)Pack;
5855 if (p.AgentData.SessionID != SessionId ||
5856 p.AgentData.AgentID != AgentId)
5857 return true;
5858
5859 m_VelocityInterpolate = false;
5860 return true;
5861 }
5862
5863 private bool HandleVelocityInterpolateOn(IClientAPI sender, Packet Pack)
5864 {
5865 VelocityInterpolateOnPacket p = (VelocityInterpolateOnPacket)Pack;
5866 if (p.AgentData.SessionID != SessionId ||
5867 p.AgentData.AgentID != AgentId)
5868 return true;
5869
5870 m_VelocityInterpolate = true;
5871 return true;
5872 }
5873
5874
5732 private bool HandleAvatarPropertiesRequest(IClientAPI sender, Packet Pack) 5875 private bool HandleAvatarPropertiesRequest(IClientAPI sender, Packet Pack)
5733 { 5876 {
5734 AvatarPropertiesRequestPacket avatarProperties = (AvatarPropertiesRequestPacket)Pack; 5877 AvatarPropertiesRequestPacket avatarProperties = (AvatarPropertiesRequestPacket)Pack;
@@ -6149,17 +6292,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6149 // Temporarily protect ourselves from the mantis #951 failure. 6292 // Temporarily protect ourselves from the mantis #951 failure.
6150 // However, we could do this for several other handlers where a failure isn't terminal 6293 // However, we could do this for several other handlers where a failure isn't terminal
6151 // for the client session anyway, in order to protect ourselves against bad code in plugins 6294 // for the client session anyway, in order to protect ourselves against bad code in plugins
6295 Vector3 avSize = appear.AgentData.Size;
6152 try 6296 try
6153 { 6297 {
6154 byte[] visualparams = new byte[appear.VisualParam.Length]; 6298 byte[] visualparams = new byte[appear.VisualParam.Length];
6155 for (int i = 0; i < appear.VisualParam.Length; i++) 6299 for (int i = 0; i < appear.VisualParam.Length; i++)
6156 visualparams[i] = appear.VisualParam[i].ParamValue; 6300 visualparams[i] = appear.VisualParam[i].ParamValue;
6157 6301 //var b = appear.WearableData[0];
6302
6158 Primitive.TextureEntry te = null; 6303 Primitive.TextureEntry te = null;
6159 if (appear.ObjectData.TextureEntry.Length > 1) 6304 if (appear.ObjectData.TextureEntry.Length > 1)
6160 te = new Primitive.TextureEntry(appear.ObjectData.TextureEntry, 0, appear.ObjectData.TextureEntry.Length); 6305 te = new Primitive.TextureEntry(appear.ObjectData.TextureEntry, 0, appear.ObjectData.TextureEntry.Length);
6306
6307 WearableCacheItem[] cacheitems = new WearableCacheItem[appear.WearableData.Length];
6308 for (int i=0; i<appear.WearableData.Length;i++)
6309 cacheitems[i] = new WearableCacheItem(){CacheId = appear.WearableData[i].CacheID,TextureIndex=Convert.ToUInt32(appear.WearableData[i].TextureIndex)};
6310
6311
6161 6312
6162 handlerSetAppearance(sender, te, visualparams); 6313 handlerSetAppearance(sender, te, visualparams,avSize, cacheitems);
6163 } 6314 }
6164 catch (Exception e) 6315 catch (Exception e)
6165 { 6316 {
@@ -6368,6 +6519,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6368 { 6519 {
6369 handlerCompleteMovementToRegion(sender, true); 6520 handlerCompleteMovementToRegion(sender, true);
6370 } 6521 }
6522 else
6523 m_log.Debug("HandleCompleteAgentMovement NULL handler");
6524
6371 handlerCompleteMovementToRegion = null; 6525 handlerCompleteMovementToRegion = null;
6372 6526
6373 return true; 6527 return true;
@@ -6385,7 +6539,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6385 return true; 6539 return true;
6386 } 6540 }
6387 #endregion 6541 #endregion
6388 6542/*
6389 StartAnim handlerStartAnim = null; 6543 StartAnim handlerStartAnim = null;
6390 StopAnim handlerStopAnim = null; 6544 StopAnim handlerStopAnim = null;
6391 6545
@@ -6409,6 +6563,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6409 } 6563 }
6410 } 6564 }
6411 return true; 6565 return true;
6566*/
6567 ChangeAnim handlerChangeAnim = null;
6568
6569 for (int i = 0; i < AgentAni.AnimationList.Length; i++)
6570 {
6571 handlerChangeAnim = OnChangeAnim;
6572 if (handlerChangeAnim != null)
6573 {
6574 handlerChangeAnim(AgentAni.AnimationList[i].AnimID, AgentAni.AnimationList[i].StartAnim, false);
6575 }
6576 }
6577
6578 handlerChangeAnim = OnChangeAnim;
6579 if (handlerChangeAnim != null)
6580 {
6581 handlerChangeAnim(UUID.Zero, false, true);
6582 }
6583
6584 return true;
6412 } 6585 }
6413 6586
6414 private bool HandleAgentRequestSit(IClientAPI sender, Packet Pack) 6587 private bool HandleAgentRequestSit(IClientAPI sender, Packet Pack)
@@ -6428,8 +6601,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6428 6601
6429 AgentRequestSit handlerAgentRequestSit = OnAgentRequestSit; 6602 AgentRequestSit handlerAgentRequestSit = OnAgentRequestSit;
6430 if (handlerAgentRequestSit != null) 6603 if (handlerAgentRequestSit != null)
6431 handlerAgentRequestSit(this, agentRequestSit.AgentData.AgentID, 6604 if (!(agentRequestSit.AgentData == null
6432 agentRequestSit.TargetObject.TargetID, agentRequestSit.TargetObject.Offset); 6605 || agentRequestSit.TargetObject == null
6606 || agentRequestSit.TargetObject.TargetID == null
6607 || agentRequestSit.TargetObject.Offset == null))
6608 {
6609 var sp = m_scene.GetScenePresence(agentRequestSit.AgentData.AgentID);
6610 if (sp == null || sp.ParentID != 0) // ignore packet if agent is already sitting
6611 return true;
6612
6613 handlerAgentRequestSit(this, agentRequestSit.AgentData.AgentID,
6614 agentRequestSit.TargetObject.TargetID, agentRequestSit.TargetObject.Offset);
6615 }
6433 } 6616 }
6434 return true; 6617 return true;
6435 } 6618 }
@@ -6633,6 +6816,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6633 #endregion 6816 #endregion
6634 6817
6635 m_udpClient.SetThrottles(atpack.Throttle.Throttles); 6818 m_udpClient.SetThrottles(atpack.Throttle.Throttles);
6819 GenericCall2 handler = OnUpdateThrottles;
6820 if (handler != null)
6821 {
6822 handler();
6823 }
6636 return true; 6824 return true;
6637 } 6825 }
6638 6826
@@ -7034,10 +7222,33 @@ namespace OpenSim.Region.ClientStack.LindenUDP
7034 // 46,47,48 are special positions within the packet 7222 // 46,47,48 are special positions within the packet
7035 // This may change so perhaps we need a better way 7223 // This may change so perhaps we need a better way
7036 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?) 7224 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?)
7037 bool UsePhysics = (data[46] != 0) ? true : false; 7225 /*
7038 bool IsTemporary = (data[47] != 0) ? true : false; 7226 bool UsePhysics = (data[46] != 0) ? true : false;
7039 bool IsPhantom = (data[48] != 0) ? true : false; 7227 bool IsTemporary = (data[47] != 0) ? true : false;
7040 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this); 7228 bool IsPhantom = (data[48] != 0) ? true : false;
7229 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this);
7230 */
7231 bool UsePhysics = flags.AgentData.UsePhysics;
7232 bool IsPhantom = flags.AgentData.IsPhantom;
7233 bool IsTemporary = flags.AgentData.IsTemporary;
7234 ObjectFlagUpdatePacket.ExtraPhysicsBlock[] blocks = flags.ExtraPhysics;
7235 ExtraPhysicsData physdata = new ExtraPhysicsData();
7236
7237 if (blocks == null || blocks.Length == 0)
7238 {
7239 physdata.PhysShapeType = PhysShapeType.invalid;
7240 }
7241 else
7242 {
7243 ObjectFlagUpdatePacket.ExtraPhysicsBlock phsblock = blocks[0];
7244 physdata.PhysShapeType = (PhysShapeType)phsblock.PhysicsShapeType;
7245 physdata.Bounce = phsblock.Restitution;
7246 physdata.Density = phsblock.Density;
7247 physdata.Friction = phsblock.Friction;
7248 physdata.GravitationModifier = phsblock.GravityMultiplier;
7249 }
7250
7251 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, physdata, this);
7041 } 7252 }
7042 return true; 7253 return true;
7043 } 7254 }
@@ -7620,6 +7831,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
7620 // surrounding scene 7831 // surrounding scene
7621 if ((ImageType)block.Type == ImageType.Baked) 7832 if ((ImageType)block.Type == ImageType.Baked)
7622 args.Priority *= 2.0f; 7833 args.Priority *= 2.0f;
7834 int wearableout = 0;
7623 7835
7624 ImageManager.EnqueueReq(args); 7836 ImageManager.EnqueueReq(args);
7625 } 7837 }
@@ -8638,16 +8850,61 @@ namespace OpenSim.Region.ClientStack.LindenUDP
8638 8850
8639 #region Parcel related packets 8851 #region Parcel related packets
8640 8852
8853 // acumulate several HandleRegionHandleRequest consecutive overlaping requests
8854 // to be done with minimal resources as possible
8855 // variables temporary here while in test
8856
8857 Queue<UUID> RegionHandleRequests = new Queue<UUID>();
8858 bool RegionHandleRequestsInService = false;
8859
8641 private bool HandleRegionHandleRequest(IClientAPI sender, Packet Pack) 8860 private bool HandleRegionHandleRequest(IClientAPI sender, Packet Pack)
8642 { 8861 {
8643 RegionHandleRequestPacket rhrPack = (RegionHandleRequestPacket)Pack; 8862 UUID currentUUID;
8644 8863
8645 RegionHandleRequest handlerRegionHandleRequest = OnRegionHandleRequest; 8864 RegionHandleRequest handlerRegionHandleRequest = OnRegionHandleRequest;
8646 if (handlerRegionHandleRequest != null) 8865
8866 if (handlerRegionHandleRequest == null)
8867 return true;
8868
8869 RegionHandleRequestPacket rhrPack = (RegionHandleRequestPacket)Pack;
8870
8871 lock (RegionHandleRequests)
8647 { 8872 {
8648 handlerRegionHandleRequest(this, rhrPack.RequestBlock.RegionID); 8873 if (RegionHandleRequestsInService)
8874 {
8875 // we are already busy doing a previus request
8876 // so enqueue it
8877 RegionHandleRequests.Enqueue(rhrPack.RequestBlock.RegionID);
8878 return true;
8879 }
8880
8881 // else do it
8882 currentUUID = rhrPack.RequestBlock.RegionID;
8883 RegionHandleRequestsInService = true;
8649 } 8884 }
8650 return true; 8885
8886 while (true)
8887 {
8888 handlerRegionHandleRequest(this, currentUUID);
8889
8890 lock (RegionHandleRequests)
8891 {
8892 // exit condition, nothing to do or closed
8893 // current code seems to assume we may loose the handler at anytime,
8894 // so keep checking it
8895 handlerRegionHandleRequest = OnRegionHandleRequest;
8896
8897 if (RegionHandleRequests.Count == 0 || !IsActive || handlerRegionHandleRequest == null)
8898 {
8899 RegionHandleRequests.Clear();
8900 RegionHandleRequestsInService = false;
8901 return true;
8902 }
8903 currentUUID = RegionHandleRequests.Dequeue();
8904 }
8905 }
8906
8907 return true; // actually unreached
8651 } 8908 }
8652 8909
8653 private bool HandleParcelInfoRequest(IClientAPI sender, Packet Pack) 8910 private bool HandleParcelInfoRequest(IClientAPI sender, Packet Pack)
@@ -9903,7 +10160,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9903 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 10160 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9904 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 10161 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9905 UpdateMuteListEntry.MuteData.MuteType, 10162 UpdateMuteListEntry.MuteData.MuteType,
9906 UpdateMuteListEntry.AgentData.AgentID); 10163 UpdateMuteListEntry.MuteData.MuteFlags);
9907 return true; 10164 return true;
9908 } 10165 }
9909 return false; 10166 return false;
@@ -9918,8 +10175,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9918 { 10175 {
9919 handlerRemoveMuteListEntry(this, 10176 handlerRemoveMuteListEntry(this,
9920 RemoveMuteListEntry.MuteData.MuteID, 10177 RemoveMuteListEntry.MuteData.MuteID,
9921 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 10178 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9922 RemoveMuteListEntry.AgentData.AgentID);
9923 return true; 10179 return true;
9924 } 10180 }
9925 return false; 10181 return false;
@@ -9963,10 +10219,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9963 return false; 10219 return false;
9964 } 10220 }
9965 10221
10222 private bool HandleChangeInventoryItemFlags(IClientAPI client, Packet packet)
10223 {
10224 ChangeInventoryItemFlagsPacket ChangeInventoryItemFlags =
10225 (ChangeInventoryItemFlagsPacket)packet;
10226 ChangeInventoryItemFlags handlerChangeInventoryItemFlags = OnChangeInventoryItemFlags;
10227 if (handlerChangeInventoryItemFlags != null)
10228 {
10229 foreach(ChangeInventoryItemFlagsPacket.InventoryDataBlock b in ChangeInventoryItemFlags.InventoryData)
10230 handlerChangeInventoryItemFlags(this, b.ItemID, b.Flags);
10231 return true;
10232 }
10233 return false;
10234 }
10235
9966 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack) 10236 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack)
9967 { 10237 {
9968 return true; 10238 return true;
9969 } 10239 }
10240
10241 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
10242 {
10243 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
10244
10245 #region Packet Session and User Check
10246 if (m_checkPackets)
10247 {
10248 if (packet.AgentData.SessionID != SessionId ||
10249 packet.AgentData.AgentID != AgentId)
10250 return true;
10251 }
10252 #endregion
10253 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
10254 List<InventoryItemBase> items = new List<InventoryItemBase>();
10255 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
10256 {
10257 InventoryItemBase b = new InventoryItemBase();
10258 b.ID = n.OldItemID;
10259 b.Folder = n.OldFolderID;
10260 items.Add(b);
10261 }
10262
10263 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
10264 if (handlerMoveItemsAndLeaveCopy != null)
10265 {
10266 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
10267 }
10268
10269 return true;
10270 }
9970 10271
9971 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 10272 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9972 { 10273 {
@@ -10393,6 +10694,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10393 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10694 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10394 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10695 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10395 10696
10697 Scene scene = (Scene)m_scene;
10698 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10699 {
10700 ScenePresence p;
10701 if (scene.TryGetScenePresence(sender.AgentId, out p))
10702 {
10703 if (p.GodLevel >= 200)
10704 {
10705 groupProfileReply.GroupData.OpenEnrollment = true;
10706 groupProfileReply.GroupData.MembershipFee = 0;
10707 }
10708 }
10709 }
10710
10396 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10711 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10397 } 10712 }
10398 return true; 10713 return true;
@@ -10966,11 +11281,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10966 11281
10967 StartLure handlerStartLure = OnStartLure; 11282 StartLure handlerStartLure = OnStartLure;
10968 if (handlerStartLure != null) 11283 if (handlerStartLure != null)
10969 handlerStartLure(startLureRequest.Info.LureType, 11284 {
10970 Utils.BytesToString( 11285 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10971 startLureRequest.Info.Message), 11286 {
10972 startLureRequest.TargetData[0].TargetID, 11287 handlerStartLure(startLureRequest.Info.LureType,
10973 this); 11288 Utils.BytesToString(
11289 startLureRequest.Info.Message),
11290 startLureRequest.TargetData[i].TargetID,
11291 this);
11292 }
11293 }
10974 return true; 11294 return true;
10975 } 11295 }
10976 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 11296 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -11084,10 +11404,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11084 } 11404 }
11085 #endregion 11405 #endregion
11086 11406
11087 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11407 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
11088 if (handlerClassifiedGodDelete != null) 11408 if (handlerClassifiedGodDelete != null)
11089 handlerClassifiedGodDelete( 11409 handlerClassifiedGodDelete(
11090 classifiedGodDelete.Data.ClassifiedID, 11410 classifiedGodDelete.Data.ClassifiedID,
11411 classifiedGodDelete.Data.QueryID,
11091 this); 11412 this);
11092 return true; 11413 return true;
11093 } 11414 }
@@ -11400,6 +11721,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11400 11721
11401 if (cachedtex.AgentData.SessionID != SessionId) 11722 if (cachedtex.AgentData.SessionID != SessionId)
11402 return false; 11723 return false;
11724
11403 11725
11404 // TODO: don't create new blocks if recycling an old packet 11726 // TODO: don't create new blocks if recycling an old packet
11405 cachedresp.AgentData.AgentID = AgentId; 11727 cachedresp.AgentData.AgentID = AgentId;
@@ -11409,14 +11731,140 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11409 cachedresp.WearableData = 11731 cachedresp.WearableData =
11410 new AgentCachedTextureResponsePacket.WearableDataBlock[cachedtex.WearableData.Length]; 11732 new AgentCachedTextureResponsePacket.WearableDataBlock[cachedtex.WearableData.Length];
11411 11733
11412 for (int i = 0; i < cachedtex.WearableData.Length; i++) 11734 //IAvatarFactoryModule fac = m_scene.RequestModuleInterface<IAvatarFactoryModule>();
11735 // var item = fac.GetBakedTextureFaces(AgentId);
11736 //WearableCacheItem[] items = fac.GetCachedItems(AgentId);
11737
11738 IAssetService cache = m_scene.AssetService;
11739 IBakedTextureModule bakedTextureModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
11740 //bakedTextureModule = null;
11741 int maxWearablesLoop = cachedtex.WearableData.Length;
11742 if (maxWearablesLoop > AvatarWearable.MAX_WEARABLES)
11743 maxWearablesLoop = AvatarWearable.MAX_WEARABLES;
11744
11745 if (bakedTextureModule != null && cache != null)
11413 { 11746 {
11414 cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock(); 11747 // We need to make sure the asset stored in the bake is available on this server also by it's assetid before we map it to a Cacheid
11415 cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex; 11748
11416 cachedresp.WearableData[i].TextureID = UUID.Zero; 11749 WearableCacheItem[] cacheItems = null;
11417 cachedresp.WearableData[i].HostName = new byte[0]; 11750 ScenePresence p = m_scene.GetScenePresence(AgentId);
11751 if (p.Appearance != null)
11752 if (p.Appearance.WearableCacheItems == null || p.Appearance.WearableCacheItemsDirty)
11753 {
11754 try
11755 {
11756 cacheItems = bakedTextureModule.Get(AgentId);
11757 p.Appearance.WearableCacheItems = cacheItems;
11758 p.Appearance.WearableCacheItemsDirty = false;
11759 }
11760
11761 /*
11762 * The following Catch types DO NOT WORK, it jumps to the General Packet Exception Handler if you don't catch Exception!
11763 *
11764 catch (System.Net.Sockets.SocketException)
11765 {
11766 cacheItems = null;
11767 }
11768 catch (WebException)
11769 {
11770 cacheItems = null;
11771 }
11772 catch (InvalidOperationException)
11773 {
11774 cacheItems = null;
11775 } */
11776 catch (Exception)
11777 {
11778 cacheItems = null;
11779 }
11780
11781 }
11782 else if (p.Appearance.WearableCacheItems != null)
11783 {
11784 cacheItems = p.Appearance.WearableCacheItems;
11785 }
11786
11787 if (cache != null && cacheItems != null)
11788 {
11789 foreach (WearableCacheItem item in cacheItems)
11790 {
11791
11792 if (cache.GetCached(item.TextureID.ToString()) == null)
11793 {
11794 item.TextureAsset.Temporary = true;
11795 cache.Store(item.TextureAsset);
11796 }
11797
11798
11799 }
11800 }
11801
11802 if (cacheItems != null)
11803 {
11804
11805 for (int i = 0; i < maxWearablesLoop; i++)
11806 {
11807 WearableCacheItem item =
11808 WearableCacheItem.SearchTextureIndex(cachedtex.WearableData[i].TextureIndex,cacheItems);
11809
11810 cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
11811 cachedresp.WearableData[i].TextureIndex= cachedtex.WearableData[i].TextureIndex;
11812 cachedresp.WearableData[i].HostName = new byte[0];
11813 if (item != null && cachedtex.WearableData[i].ID == item.CacheId)
11814 {
11815
11816 cachedresp.WearableData[i].TextureID = item.TextureID;
11817 }
11818 else
11819 {
11820 cachedresp.WearableData[i].TextureID = UUID.Zero;
11821 }
11822 }
11823 }
11824 else
11825 {
11826 for (int i = 0; i < maxWearablesLoop; i++)
11827 {
11828 cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
11829 cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
11830 cachedresp.WearableData[i].TextureID = UUID.Zero;
11831 //UUID.Parse("8334fb6e-c2f5-46ee-807d-a435f61a8d46");
11832 cachedresp.WearableData[i].HostName = new byte[0];
11833 }
11834 }
11418 } 11835 }
11836 else
11837 {
11838 if (cache == null)
11839 {
11840 for (int i = 0; i < maxWearablesLoop; i++)
11841 {
11842 cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
11843 cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
11844 cachedresp.WearableData[i].TextureID = UUID.Zero;
11845 //UUID.Parse("8334fb6e-c2f5-46ee-807d-a435f61a8d46");
11846 cachedresp.WearableData[i].HostName = new byte[0];
11847 }
11848 }
11849 else
11850 {
11851 for (int i = 0; i < maxWearablesLoop; i++)
11852 {
11853 cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
11854 cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
11855
11419 11856
11857
11858 if (cache.GetCached(cachedresp.WearableData[i].TextureID.ToString()) == null)
11859 cachedresp.WearableData[i].TextureID = UUID.Zero;
11860 //UUID.Parse("8334fb6e-c2f5-46ee-807d-a435f61a8d46");
11861 else
11862 cachedresp.WearableData[i].TextureID = UUID.Zero;
11863 // UUID.Parse("8334fb6e-c2f5-46ee-807d-a435f61a8d46");
11864 cachedresp.WearableData[i].HostName = new byte[0];
11865 }
11866 }
11867 }
11420 cachedresp.Header.Zerocoded = true; 11868 cachedresp.Header.Zerocoded = true;
11421 OutPacket(cachedresp, ThrottleOutPacketType.Task); 11869 OutPacket(cachedresp, ThrottleOutPacketType.Task);
11422 11870
@@ -11453,209 +11901,147 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11453 } 11901 }
11454 else 11902 else
11455 { 11903 {
11456// m_log.DebugFormat( 11904 ClientChangeObject updatehandler = onClientChangeObject;
11457// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
11458// i, block.Type, part.Name, part.LocalId);
11459 11905
11460// // Do this once since fetch parts creates a new array. 11906 if (updatehandler != null)
11461// SceneObjectPart[] parts = part.ParentGroup.Parts; 11907 {
11462// for (int j = 0; j < parts.Length; j++) 11908 ObjectChangeData udata = new ObjectChangeData();
11463// {
11464// part.StoreUndoState();
11465// parts[j].IgnoreUndoUpdate = true;
11466// }
11467 11909
11468 UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; 11910 /*ubit from ll JIRA:
11911 * 0x01 position
11912 * 0x02 rotation
11913 * 0x04 scale
11914
11915 * 0x08 LINK_SET
11916 * 0x10 UNIFORM for scale
11917 */
11469 11918
11470 switch (block.Type) 11919 // translate to internal changes
11471 { 11920 // not all cases .. just the ones older code did
11472 case 1:
11473 Vector3 pos1 = new Vector3(block.Data, 0);
11474 11921
11475 UpdateVector handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11922 switch (block.Type)
11476 if (handlerUpdatePrimSinglePosition != null) 11923 {
11477 { 11924 case 1: //change position sp
11478 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11925 udata.position = new Vector3(block.Data, 0);
11479 handlerUpdatePrimSinglePosition(localId, pos1, this);
11480 }
11481 break;
11482 11926
11483 case 2: 11927 udata.change = ObjectChangeType.primP;
11484 Quaternion rot1 = new Quaternion(block.Data, 0, true); 11928 updatehandler(localId, udata, this);
11929 break;
11485 11930
11486 UpdatePrimSingleRotation handlerUpdatePrimSingleRotation = OnUpdatePrimSingleRotation; 11931 case 2: // rotation sp
11487 if (handlerUpdatePrimSingleRotation != null) 11932 udata.rotation = new Quaternion(block.Data, 0, true);
11488 {
11489 // m_log.Info("new tab rotation is " + rot1.X + " , " + rot1.Y + " , " + rot1.Z + " , " + rot1.W);
11490 handlerUpdatePrimSingleRotation(localId, rot1, this);
11491 }
11492 break;
11493 11933
11494 case 3: 11934 udata.change = ObjectChangeType.primR;
11495 Vector3 rotPos = new Vector3(block.Data, 0); 11935 updatehandler(localId, udata, this);
11496 Quaternion rot2 = new Quaternion(block.Data, 12, true); 11936 break;
11497 11937
11498 UpdatePrimSingleRotationPosition handlerUpdatePrimSingleRotationPosition = OnUpdatePrimSingleRotationPosition; 11938 case 3: // position plus rotation
11499 if (handlerUpdatePrimSingleRotationPosition != null) 11939 udata.position = new Vector3(block.Data, 0);
11500 { 11940 udata.rotation = new Quaternion(block.Data, 12, true);
11501 // m_log.Debug("new mouse rotation position is " + rotPos.X + " , " + rotPos.Y + " , " + rotPos.Z);
11502 // m_log.Info("new mouse rotation is " + rot2.X + " , " + rot2.Y + " , " + rot2.Z + " , " + rot2.W);
11503 handlerUpdatePrimSingleRotationPosition(localId, rot2, rotPos, this);
11504 }
11505 break;
11506 11941
11507 case 4: 11942 udata.change = ObjectChangeType.primPR;
11508 case 20: 11943 updatehandler(localId, udata, this);
11509 Vector3 scale4 = new Vector3(block.Data, 0); 11944 break;
11510 11945
11511 UpdateVector handlerUpdatePrimScale = OnUpdatePrimScale; 11946 case 4: // scale sp
11512 if (handlerUpdatePrimScale != null) 11947 udata.scale = new Vector3(block.Data, 0);
11513 { 11948 udata.change = ObjectChangeType.primS;
11514 // m_log.Debug("new scale is " + scale4.X + " , " + scale4.Y + " , " + scale4.Z);
11515 handlerUpdatePrimScale(localId, scale4, this);
11516 }
11517 break;
11518 11949
11519 case 5: 11950 updatehandler(localId, udata, this);
11520 Vector3 scale1 = new Vector3(block.Data, 12); 11951 break;
11521 Vector3 pos11 = new Vector3(block.Data, 0);
11522 11952
11523 handlerUpdatePrimScale = OnUpdatePrimScale; 11953 case 0x14: // uniform scale sp
11524 if (handlerUpdatePrimScale != null) 11954 udata.scale = new Vector3(block.Data, 0);
11525 {
11526 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11527 handlerUpdatePrimScale(localId, scale1, this);
11528 11955
11529 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11956 udata.change = ObjectChangeType.primUS;
11530 if (handlerUpdatePrimSinglePosition != null) 11957 updatehandler(localId, udata, this);
11531 { 11958 break;
11532 handlerUpdatePrimSinglePosition(localId, pos11, this);
11533 }
11534 }
11535 break;
11536 11959
11537 case 9: 11960 case 5: // scale and position sp
11538 Vector3 pos2 = new Vector3(block.Data, 0); 11961 udata.position = new Vector3(block.Data, 0);
11962 udata.scale = new Vector3(block.Data, 12);
11539 11963
11540 UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition; 11964 udata.change = ObjectChangeType.primPS;
11965 updatehandler(localId, udata, this);
11966 break;
11541 11967
11542 if (handlerUpdateVector != null) 11968 case 0x15: //uniform scale and position
11543 { 11969 udata.position = new Vector3(block.Data, 0);
11544 handlerUpdateVector(localId, pos2, this); 11970 udata.scale = new Vector3(block.Data, 12);
11545 }
11546 break;
11547 11971
11548 case 10: 11972 udata.change = ObjectChangeType.primPUS;
11549 Quaternion rot3 = new Quaternion(block.Data, 0, true); 11973 updatehandler(localId, udata, this);
11974 break;
11550 11975
11551 UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation; 11976 // now group related (bit 4)
11552 if (handlerUpdatePrimRotation != null) 11977 case 9: //( 8 + 1 )group position
11553 { 11978 udata.position = new Vector3(block.Data, 0);
11554 // Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W);
11555 handlerUpdatePrimRotation(localId, rot3, this);
11556 }
11557 break;
11558 11979
11559 case 11: 11980 udata.change = ObjectChangeType.groupP;
11560 Vector3 pos3 = new Vector3(block.Data, 0); 11981 updatehandler(localId, udata, this);
11561 Quaternion rot4 = new Quaternion(block.Data, 12, true); 11982 break;
11562 11983
11563 handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation; 11984 case 0x0A: // (8 + 2) group rotation
11564 if (handlerUpdatePrimGroupRotation != null) 11985 udata.rotation = new Quaternion(block.Data, 0, true);
11565 {
11566 // m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
11567 // m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W);
11568 handlerUpdatePrimGroupRotation(localId, pos3, rot4, this);
11569 }
11570 break;
11571 case 12:
11572 case 28:
11573 Vector3 scale7 = new Vector3(block.Data, 0);
11574 11986
11575 UpdateVector handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11987 udata.change = ObjectChangeType.groupR;
11576 if (handlerUpdatePrimGroupScale != null) 11988 updatehandler(localId, udata, this);
11577 { 11989 break;
11578 // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
11579 handlerUpdatePrimGroupScale(localId, scale7, this);
11580 }
11581 break;
11582 11990
11583 case 13: 11991 case 0x0B: //( 8 + 2 + 1) group rotation and position
11584 Vector3 scale2 = new Vector3(block.Data, 12); 11992 udata.position = new Vector3(block.Data, 0);
11585 Vector3 pos4 = new Vector3(block.Data, 0); 11993 udata.rotation = new Quaternion(block.Data, 12, true);
11586 11994
11587 handlerUpdatePrimScale = OnUpdatePrimScale; 11995 udata.change = ObjectChangeType.groupPR;
11588 if (handlerUpdatePrimScale != null) 11996 updatehandler(localId, udata, this);
11589 { 11997 break;
11590 //m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11591 handlerUpdatePrimScale(localId, scale2, this);
11592 11998
11593 // Change the position based on scale (for bug number 246) 11999 case 0x0C: // (8 + 4) group scale
11594 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 12000 // only afects root prim and only sent by viewer editor object tab scaling
11595 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 12001 // mouse edition only allows uniform scaling
11596 if (handlerUpdatePrimSinglePosition != null) 12002 // SL MAY CHANGE THIS in viewers
11597 {
11598 handlerUpdatePrimSinglePosition(localId, pos4, this);
11599 }
11600 }
11601 break;
11602 12003
11603 case 29: 12004 udata.scale = new Vector3(block.Data, 0);
11604 Vector3 scale5 = new Vector3(block.Data, 12);
11605 Vector3 pos5 = new Vector3(block.Data, 0);
11606 12005
11607 handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 12006 udata.change = ObjectChangeType.groupS;
11608 if (handlerUpdatePrimGroupScale != null) 12007 updatehandler(localId, udata, this);
11609 {
11610 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11611 part.StoreUndoState(true);
11612 part.IgnoreUndoUpdate = true;
11613 handlerUpdatePrimGroupScale(localId, scale5, this);
11614 handlerUpdateVector = OnUpdatePrimGroupPosition;
11615 12008
11616 if (handlerUpdateVector != null) 12009 break;
11617 {
11618 handlerUpdateVector(localId, pos5, this);
11619 }
11620 12010
11621 part.IgnoreUndoUpdate = false; 12011 case 0x0D: //(8 + 4 + 1) group scale and position
11622 } 12012 // exception as above
11623 12013
11624 break; 12014 udata.position = new Vector3(block.Data, 0);
12015 udata.scale = new Vector3(block.Data, 12);
11625 12016
11626 case 21: 12017 udata.change = ObjectChangeType.groupPS;
11627 Vector3 scale6 = new Vector3(block.Data, 12); 12018 updatehandler(localId, udata, this);
11628 Vector3 pos6 = new Vector3(block.Data, 0); 12019 break;
11629 12020
11630 handlerUpdatePrimScale = OnUpdatePrimScale; 12021 case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
11631 if (handlerUpdatePrimScale != null) 12022 udata.scale = new Vector3(block.Data, 0);
11632 {
11633 part.StoreUndoState(false);
11634 part.IgnoreUndoUpdate = true;
11635 12023
11636 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 12024 udata.change = ObjectChangeType.groupUS;
11637 handlerUpdatePrimScale(localId, scale6, this); 12025 updatehandler(localId, udata, this);
11638 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 12026 break;
11639 if (handlerUpdatePrimSinglePosition != null)
11640 {
11641 handlerUpdatePrimSinglePosition(localId, pos6, this);
11642 }
11643 12027
11644 part.IgnoreUndoUpdate = false; 12028 case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
11645 } 12029 udata.position = new Vector3(block.Data, 0);
11646 break; 12030 udata.scale = new Vector3(block.Data, 12);
11647 12031
11648 default: 12032 udata.change = ObjectChangeType.groupPUS;
11649 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type)); 12033 updatehandler(localId, udata, this);
11650 break; 12034 break;
12035
12036 default:
12037 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
12038 break;
12039 }
11651 } 12040 }
11652 12041
11653// for (int j = 0; j < parts.Length; j++)
11654// parts[j].IgnoreUndoUpdate = false;
11655 } 12042 }
11656 } 12043 }
11657 } 12044 }
11658
11659 return true; 12045 return true;
11660 } 12046 }
11661 12047
@@ -11716,9 +12102,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11716 public void SetChildAgentThrottle(byte[] throttles) 12102 public void SetChildAgentThrottle(byte[] throttles)
11717 { 12103 {
11718 m_udpClient.SetThrottles(throttles); 12104 m_udpClient.SetThrottles(throttles);
12105 GenericCall2 handler = OnUpdateThrottles;
12106 if (handler != null)
12107 {
12108 handler();
12109 }
11719 } 12110 }
11720 12111
11721 /// <summary> 12112 /// <summary>
12113 /// Sets the throttles from values supplied by the client
12114 /// </summary>
12115 /// <param name="throttles"></param>
12116 public void SetAgentThrottleSilent(int throttle, int setting)
12117 {
12118 m_udpClient.ForceThrottleSetting(throttle,setting);
12119 //m_udpClient.SetThrottles(throttles);
12120
12121 }
12122
12123
12124 /// <summary>
11722 /// Get the current throttles for this client as a packed byte array 12125 /// Get the current throttles for this client as a packed byte array
11723 /// </summary> 12126 /// </summary>
11724 /// <param name="multiplier">Unused</param> 12127 /// <param name="multiplier">Unused</param>
@@ -12105,7 +12508,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
12105// "[LLCLIENTVIEW]: Received transfer request for {0} in {1} type {2} by {3}", 12508// "[LLCLIENTVIEW]: Received transfer request for {0} in {1} type {2} by {3}",
12106// requestID, taskID, (SourceType)sourceType, Name); 12509// requestID, taskID, (SourceType)sourceType, Name);
12107 12510
12511
12512 //Note, the bool returned from the below function is useless since it is always false.
12108 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12513 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12514
12109 } 12515 }
12110 12516
12111 /// <summary> 12517 /// <summary>
@@ -12171,7 +12577,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
12171 /// <returns></returns> 12577 /// <returns></returns>
12172 private static int CalculateNumPackets(byte[] data) 12578 private static int CalculateNumPackets(byte[] data)
12173 { 12579 {
12174 const uint m_maxPacketSize = 600; 12580// const uint m_maxPacketSize = 600;
12581 uint m_maxPacketSize = MaxTransferBytesPerPacket;
12175 int numPackets = 1; 12582 int numPackets = 1;
12176 12583
12177 if (data == null) 12584 if (data == null)
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index 8963756..f675377 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 158
159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC 159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
160 private int m_maxRTO = 60000; 160 private int m_maxRTO = 60000;
161 public bool m_deliverPackets = true;
161 162
162 /// <summary> 163 /// <summary>
163 /// Default constructor 164 /// Default constructor
@@ -440,6 +441,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
440 if (category >= 0 && category < m_packetOutboxes.Length) 441 if (category >= 0 && category < m_packetOutboxes.Length)
441 { 442 {
442 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 443 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
444
445 if (m_deliverPackets == false)
446 {
447 queue.Enqueue(packet);
448 return true;
449 }
450
443 TokenBucket bucket = m_throttleCategories[category]; 451 TokenBucket bucket = m_throttleCategories[category];
444 452
445 // Don't send this packet if there is already a packet waiting in the queue 453 // Don't send this packet if there is already a packet waiting in the queue
@@ -489,7 +497,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
489 /// <returns>True if any packets were sent, otherwise false</returns> 497 /// <returns>True if any packets were sent, otherwise false</returns>
490 public bool DequeueOutgoing() 498 public bool DequeueOutgoing()
491 { 499 {
492 OutgoingPacket packet; 500 if (m_deliverPackets == false) return false;
501
502 OutgoingPacket packet = null;
493 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 503 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
494 TokenBucket bucket; 504 TokenBucket bucket;
495 bool packetSent = false; 505 bool packetSent = false;
@@ -521,32 +531,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
521 // No dequeued packet waiting to be sent, try to pull one off 531 // No dequeued packet waiting to be sent, try to pull one off
522 // this queue 532 // this queue
523 queue = m_packetOutboxes[i]; 533 queue = m_packetOutboxes[i];
524 if (queue.Dequeue(out packet)) 534 if (queue != null)
525 { 535 {
526 // A packet was pulled off the queue. See if we have 536 bool success = false;
527 // enough tokens in the bucket to send it out 537 try
528 if (bucket.RemoveTokens(packet.Buffer.DataLength))
529 { 538 {
530 // Send the packet 539 success = queue.Dequeue(out packet);
531 m_udpServer.SendPacketFinal(packet);
532 packetSent = true;
533 } 540 }
534 else 541 catch
535 { 542 {
536 // Save the dequeued packet for the next iteration 543 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
537 m_nextPackets[i] = packet;
538 } 544 }
539 545 if (success)
540 // If the queue is empty after this dequeue, fire the queue 546 {
541 // empty callback now so it has a chance to fill before we 547 // A packet was pulled off the queue. See if we have
542 // get back here 548 // enough tokens in the bucket to send it out
543 if (queue.Count == 0) 549 if (bucket.RemoveTokens(packet.Buffer.DataLength))
550 {
551 // Send the packet
552 m_udpServer.SendPacketFinal(packet);
553 packetSent = true;
554 }
555 else
556 {
557 // Save the dequeued packet for the next iteration
558 m_nextPackets[i] = packet;
559 }
560
561 // If the queue is empty after this dequeue, fire the queue
562 // empty callback now so it has a chance to fill before we
563 // get back here
564 if (queue.Count == 0)
565 emptyCategories |= CategoryToFlag(i);
566 }
567 else
568 {
569 // No packets in this queue. Fire the queue empty callback
570 // if it has not been called recently
544 emptyCategories |= CategoryToFlag(i); 571 emptyCategories |= CategoryToFlag(i);
572 }
545 } 573 }
546 else 574 else
547 { 575 {
548 // No packets in this queue. Fire the queue empty callback 576 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
549 // if it has not been called recently
550 emptyCategories |= CategoryToFlag(i); 577 emptyCategories |= CategoryToFlag(i);
551 } 578 }
552 } 579 }
@@ -655,6 +682,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
655 if (m_nextOnQueueEmpty == 0) 682 if (m_nextOnQueueEmpty == 0)
656 m_nextOnQueueEmpty = 1; 683 m_nextOnQueueEmpty = 1;
657 } 684 }
685 internal void ForceThrottleSetting(int throttle, int setting)
686 {
687 m_throttleCategories[throttle].RequestedDripRate = Math.Max(setting, LLUDPServer.MTU); ;
688 }
658 689
659 /// <summary> 690 /// <summary>
660 /// Converts a <seealso cref="ThrottleOutPacketType"/> integer to a 691 /// Converts a <seealso cref="ThrottleOutPacketType"/> integer to a
@@ -704,4 +735,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
704 } 735 }
705 } 736 }
706 } 737 }
707} \ No newline at end of file 738}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index a7628d2..9a4abd4 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -126,7 +126,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
126 /// <summary>Handlers for incoming packets</summary> 126 /// <summary>Handlers for incoming packets</summary>
127 //PacketEventDictionary packetEvents = new PacketEventDictionary(); 127 //PacketEventDictionary packetEvents = new PacketEventDictionary();
128 /// <summary>Incoming packets that are awaiting handling</summary> 128 /// <summary>Incoming packets that are awaiting handling</summary>
129 private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>(); 129 //private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
130
131 private DoubleQueue<IncomingPacket> packetInbox = new DoubleQueue<IncomingPacket>();
130 132
131 /// <summary></summary> 133 /// <summary></summary>
132 //private UDPClientCollection m_clients = new UDPClientCollection(); 134 //private UDPClientCollection m_clients = new UDPClientCollection();
@@ -181,6 +183,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
181 /// <summary>Flag to signal when clients should send pings</summary> 183 /// <summary>Flag to signal when clients should send pings</summary>
182 protected bool m_sendPing; 184 protected bool m_sendPing;
183 185
186 private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
184 private Pool<IncomingPacket> m_incomingPacketPool; 187 private Pool<IncomingPacket> m_incomingPacketPool;
185 188
186 /// <summary> 189 /// <summary>
@@ -1093,21 +1096,46 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1093 1096
1094 #region Packet to Client Mapping 1097 #region Packet to Client Mapping
1095 1098
1096 // UseCircuitCode handling 1099 // If there is already a client for this endpoint, don't process UseCircuitCode
1097 if (packet.Type == PacketType.UseCircuitCode) 1100 IClientAPI client = null;
1101 if (!m_scene.TryGetClient(endPoint, out client) || !(client is LLClientView))
1098 { 1102 {
1099 // We need to copy the endpoint so that it doesn't get changed when another thread reuses the 1103 // UseCircuitCode handling
1100 // buffer. 1104 if (packet.Type == PacketType.UseCircuitCode)
1101 object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet }; 1105 {
1106 // And if there is a UseCircuitCode pending, also drop it
1107 lock (m_pendingCache)
1108 {
1109 if (m_pendingCache.Contains(endPoint))
1110 return;
1102 1111
1103 Util.FireAndForget(HandleUseCircuitCode, array); 1112 m_pendingCache.AddOrUpdate(endPoint, new Queue<UDPPacketBuffer>(), 60);
1113 }
1104 1114
1105 return; 1115 // We need to copy the endpoint so that it doesn't get changed when another thread reuses the
1116 // buffer.
1117 object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet };
1118
1119 Util.FireAndForget(HandleUseCircuitCode, array);
1120
1121 return;
1122 }
1123 }
1124
1125 // If this is a pending connection, enqueue, don't process yet
1126 lock (m_pendingCache)
1127 {
1128 Queue<UDPPacketBuffer> queue;
1129 if (m_pendingCache.TryGetValue(endPoint, out queue))
1130 {
1131 //m_log.DebugFormat("[LLUDPSERVER]: Enqueued a {0} packet into the pending queue", packet.Type);
1132 queue.Enqueue(buffer);
1133 return;
1134 }
1106 } 1135 }
1107 1136
1108 // Determine which agent this packet came from 1137 // Determine which agent this packet came from
1109 IClientAPI client; 1138 if (client == null || !(client is LLClientView))
1110 if (!m_scene.TryGetClient(endPoint, out client) || !(client is LLClientView))
1111 { 1139 {
1112 //m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName); 1140 //m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName);
1113 return; 1141 return;
@@ -1116,7 +1144,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1116 udpClient = ((LLClientView)client).UDPClient; 1144 udpClient = ((LLClientView)client).UDPClient;
1117 1145
1118 if (!udpClient.IsConnected) 1146 if (!udpClient.IsConnected)
1147 {
1148// m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet for a unConnected client in " + m_scene.RegionInfo.RegionName);
1119 return; 1149 return;
1150 }
1120 1151
1121 #endregion Packet to Client Mapping 1152 #endregion Packet to Client Mapping
1122 1153
@@ -1246,7 +1277,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1246 incomingPacket = new IncomingPacket((LLClientView)client, packet); 1277 incomingPacket = new IncomingPacket((LLClientView)client, packet);
1247 } 1278 }
1248 1279
1249 packetInbox.Enqueue(incomingPacket); 1280 if (incomingPacket.Packet.Type == PacketType.AgentUpdate ||
1281 incomingPacket.Packet.Type == PacketType.ChatFromViewer)
1282 packetInbox.EnqueueHigh(incomingPacket);
1283 else
1284 packetInbox.EnqueueLow(incomingPacket);
1250 } 1285 }
1251 1286
1252 #region BinaryStats 1287 #region BinaryStats
@@ -1366,6 +1401,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1366 // We only want to send initial data to new clients, not ones which are being converted from child to root. 1401 // We only want to send initial data to new clients, not ones which are being converted from child to root.
1367 if (client != null) 1402 if (client != null)
1368 client.SceneAgent.SendInitialDataToMe(); 1403 client.SceneAgent.SendInitialDataToMe();
1404
1405 // Now we know we can handle more data
1406 Thread.Sleep(200);
1407
1408 // Obtain the queue and remove it from the cache
1409 Queue<UDPPacketBuffer> queue = null;
1410
1411 lock (m_pendingCache)
1412 {
1413 if (!m_pendingCache.TryGetValue(endPoint, out queue))
1414 {
1415 m_log.DebugFormat("[LLUDPSERVER]: Client created but no pending queue present");
1416 return;
1417 }
1418 m_pendingCache.Remove(endPoint);
1419 }
1420
1421 m_log.DebugFormat("[LLUDPSERVER]: Client created, processing pending queue, {0} entries", queue.Count);
1422
1423 // Reinject queued packets
1424 while(queue.Count > 0)
1425 {
1426 UDPPacketBuffer buf = queue.Dequeue();
1427 PacketReceived(buf);
1428 }
1429 queue = null;
1369 } 1430 }
1370 else 1431 else
1371 { 1432 {
@@ -1373,6 +1434,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1373 m_log.WarnFormat( 1434 m_log.WarnFormat(
1374 "[LLUDPSERVER]: Ignoring connection request for {0} to {1} with unknown circuit code {2} from IP {3}", 1435 "[LLUDPSERVER]: Ignoring connection request for {0} to {1} with unknown circuit code {2} from IP {3}",
1375 uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, endPoint); 1436 uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, endPoint);
1437 lock (m_pendingCache)
1438 m_pendingCache.Remove(endPoint);
1376 } 1439 }
1377 1440
1378 // m_log.DebugFormat( 1441 // m_log.DebugFormat(
@@ -1491,7 +1554,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1491 if (!client.SceneAgent.IsChildAgent) 1554 if (!client.SceneAgent.IsChildAgent)
1492 client.Kick("Simulator logged you out due to connection timeout"); 1555 client.Kick("Simulator logged you out due to connection timeout");
1493 1556
1494 client.CloseWithoutChecks(); 1557 client.CloseWithoutChecks(true);
1495 } 1558 }
1496 } 1559 }
1497 1560
@@ -1503,6 +1566,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1503 1566
1504 while (IsRunningInbound) 1567 while (IsRunningInbound)
1505 { 1568 {
1569 m_scene.ThreadAlive(1);
1506 try 1570 try
1507 { 1571 {
1508 IncomingPacket incomingPacket = null; 1572 IncomingPacket incomingPacket = null;
@@ -1550,6 +1614,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1550 1614
1551 while (base.IsRunningOutbound) 1615 while (base.IsRunningOutbound)
1552 { 1616 {
1617 m_scene.ThreadAlive(2);
1553 try 1618 try
1554 { 1619 {
1555 m_packetSent = false; 1620 m_packetSent = false;
@@ -1780,8 +1845,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1780 Packet packet = incomingPacket.Packet; 1845 Packet packet = incomingPacket.Packet;
1781 LLClientView client = incomingPacket.Client; 1846 LLClientView client = incomingPacket.Client;
1782 1847
1783 if (client.IsActive) 1848// if (client.IsActive)
1784 { 1849// {
1785 m_currentIncomingClient = client; 1850 m_currentIncomingClient = client;
1786 1851
1787 try 1852 try
@@ -1808,13 +1873,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1808 { 1873 {
1809 m_currentIncomingClient = null; 1874 m_currentIncomingClient = null;
1810 } 1875 }
1811 } 1876// }
1812 else 1877// else
1813 { 1878// {
1814 m_log.DebugFormat( 1879// m_log.DebugFormat(
1815 "[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}", 1880// "[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}",
1816 packet.Type, client.Name, m_scene.RegionInfo.RegionName); 1881// packet.Type, client.Name, m_scene.RegionInfo.RegionName);
1817 } 1882// }
1818 1883
1819 IncomingPacketsProcessed++; 1884 IncomingPacketsProcessed++;
1820 } 1885 }
@@ -1826,8 +1891,116 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1826 if (!client.IsLoggingOut) 1891 if (!client.IsLoggingOut)
1827 { 1892 {
1828 client.IsLoggingOut = true; 1893 client.IsLoggingOut = true;
1829 client.Close(); 1894 client.Close(false, false);
1895 }
1896 }
1897 }
1898
1899 internal class DoubleQueue<T> where T:class
1900 {
1901 private Queue<T> m_lowQueue = new Queue<T>();
1902 private Queue<T> m_highQueue = new Queue<T>();
1903
1904 private object m_syncRoot = new object();
1905 private Semaphore m_s = new Semaphore(0, 1);
1906
1907 public DoubleQueue()
1908 {
1909 }
1910
1911 public virtual int Count
1912 {
1913 get { return m_highQueue.Count + m_lowQueue.Count; }
1914 }
1915
1916 public virtual void Enqueue(T data)
1917 {
1918 Enqueue(m_lowQueue, data);
1919 }
1920
1921 public virtual void EnqueueLow(T data)
1922 {
1923 Enqueue(m_lowQueue, data);
1924 }
1925
1926 public virtual void EnqueueHigh(T data)
1927 {
1928 Enqueue(m_highQueue, data);
1929 }
1930
1931 private void Enqueue(Queue<T> q, T data)
1932 {
1933 lock (m_syncRoot)
1934 {
1935 m_lowQueue.Enqueue(data);
1936 m_s.WaitOne(0);
1937 m_s.Release();
1938 }
1939 }
1940
1941 public virtual T Dequeue()
1942 {
1943 return Dequeue(Timeout.Infinite);
1944 }
1945
1946 public virtual T Dequeue(int tmo)
1947 {
1948 return Dequeue(TimeSpan.FromMilliseconds(tmo));
1949 }
1950
1951 public virtual T Dequeue(TimeSpan wait)
1952 {
1953 T res = null;
1954
1955 if (!Dequeue(wait, ref res))
1956 return null;
1957
1958 return res;
1959 }
1960
1961 public bool Dequeue(int timeout, ref T res)
1962 {
1963 return Dequeue(TimeSpan.FromMilliseconds(timeout), ref res);
1964 }
1965
1966 public bool Dequeue(TimeSpan wait, ref T res)
1967 {
1968 if (!m_s.WaitOne(wait))
1969 return false;
1970
1971 lock (m_syncRoot)
1972 {
1973 if (m_highQueue.Count > 0)
1974 res = m_highQueue.Dequeue();
1975 else
1976 res = m_lowQueue.Dequeue();
1977
1978 if (m_highQueue.Count == 0 && m_lowQueue.Count == 0)
1979 return true;
1980
1981 try
1982 {
1983 m_s.Release();
1984 }
1985 catch
1986 {
1987 }
1988
1989 return true;
1990 }
1991 }
1992
1993 public virtual void Clear()
1994 {
1995
1996 lock (m_syncRoot)
1997 {
1998 // Make sure sem count is 0
1999 m_s.WaitOne(0);
2000
2001 m_lowQueue.Clear();
2002 m_highQueue.Clear();
1830 } 2003 }
1831 } 2004 }
1832 } 2005 }
1833} \ No newline at end of file 2006}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index f143c32..7035e38 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -114,10 +114,6 @@ namespace OpenMetaverse
114 const int SIO_UDP_CONNRESET = -1744830452; 114 const int SIO_UDP_CONNRESET = -1744830452;
115 115
116 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); 116 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
117
118 m_log.DebugFormat(
119 "[UDPBASE]: Binding UDP listener using internal IP address config {0}:{1}",
120 ipep.Address, ipep.Port);
121 117
122 m_udpSocket = new Socket( 118 m_udpSocket = new Socket(
123 AddressFamily.InterNetwork, 119 AddressFamily.InterNetwork,
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
index 0271738..da1ff2e 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
@@ -143,7 +143,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
143 } 143 }
144 } 144 }
145 145
146 public void RequestCreateInventoryItem(IClientAPI remoteClient, 146 public bool RequestCreateInventoryItem(IClientAPI remoteClient,
147 UUID transactionID, UUID folderID, uint callbackID, 147 UUID transactionID, UUID folderID, uint callbackID,
148 string description, string name, sbyte invType, 148 string description, string name, sbyte invType,
149 sbyte type, byte wearableType, uint nextOwnerMask) 149 sbyte type, byte wearableType, uint nextOwnerMask)
@@ -153,6 +153,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
153 uploader.RequestCreateInventoryItem( 153 uploader.RequestCreateInventoryItem(
154 remoteClient, folderID, callbackID, 154 remoteClient, folderID, callbackID,
155 description, name, invType, type, wearableType, nextOwnerMask); 155 description, name, invType, type, wearableType, nextOwnerMask);
156
157 return true;
156 } 158 }
157 159
158 public void RequestUpdateTaskInventoryItem(IClientAPI remoteClient, 160 public void RequestUpdateTaskInventoryItem(IClientAPI remoteClient,
@@ -172,4 +174,4 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
172 uploader.RequestUpdateInventoryItem(remoteClient, item); 174 uploader.RequestUpdateInventoryItem(remoteClient, item);
173 } 175 }
174 } 176 }
175} \ No newline at end of file 177}
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs
index e973652..7332415 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs
@@ -158,7 +158,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
158 /// <param name="type"></param> 158 /// <param name="type"></param>
159 /// <param name="wearableType"></param> 159 /// <param name="wearableType"></param>
160 /// <param name="nextOwnerMask"></param> 160 /// <param name="nextOwnerMask"></param>
161 public void HandleItemCreationFromTransaction(IClientAPI remoteClient, 161 public bool HandleItemCreationFromTransaction(IClientAPI remoteClient,
162 UUID transactionID, UUID folderID, uint callbackID, 162 UUID transactionID, UUID folderID, uint callbackID,
163 string description, string name, sbyte invType, 163 string description, string name, sbyte invType,
164 sbyte type, byte wearableType, uint nextOwnerMask) 164 sbyte type, byte wearableType, uint nextOwnerMask)
@@ -169,7 +169,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
169 AgentAssetTransactions transactions = 169 AgentAssetTransactions transactions =
170 GetUserTransactions(remoteClient.AgentId); 170 GetUserTransactions(remoteClient.AgentId);
171 171
172 transactions.RequestCreateInventoryItem(remoteClient, transactionID, 172 return transactions.RequestCreateInventoryItem(remoteClient, transactionID,
173 folderID, callbackID, description, name, invType, type, 173 folderID, callbackID, description, name, invType, type,
174 wearableType, nextOwnerMask); 174 wearableType, nextOwnerMask);
175 } 175 }
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
index 8add4bb..0aa4693 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Reflection; 30using System.Reflection;
31using System.Collections.Generic;
31using log4net; 32using log4net;
32using OpenMetaverse; 33using OpenMetaverse;
33using OpenSim.Framework; 34using OpenSim.Framework;
@@ -38,6 +39,13 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
38{ 39{
39 public class AssetXferUploader 40 public class AssetXferUploader
40 { 41 {
42 // Viewer's notion of the default texture
43 private List<UUID> defaultIDs = new List<UUID> {
44 new UUID("5748decc-f629-461c-9a36-a35a221fe21f"),
45 new UUID("7ca39b4c-bd19-4699-aff7-f93fd03d3e7b"),
46 new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77"),
47 new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97")
48 };
41 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
42 50
43 /// <summary> 51 /// <summary>
@@ -85,6 +93,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
85 93
86 private sbyte type = 0; 94 private sbyte type = 0;
87 private byte wearableType = 0; 95 private byte wearableType = 0;
96 private byte[] m_oldData = null;
88 public ulong XferID; 97 public ulong XferID;
89 private Scene m_Scene; 98 private Scene m_Scene;
90 99
@@ -127,18 +136,27 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
127 136
128 if (XferID == xferID) 137 if (XferID == xferID)
129 { 138 {
130 if (m_asset.Data.Length > 1) 139 lock (this)
131 { 140 {
132 byte[] destinationArray = new byte[m_asset.Data.Length + data.Length]; 141 int assetLength = m_asset.Data.Length;
133 Array.Copy(m_asset.Data, 0, destinationArray, 0, m_asset.Data.Length); 142 int dataLength = data.Length;
134 Array.Copy(data, 0, destinationArray, m_asset.Data.Length, data.Length); 143
135 m_asset.Data = destinationArray; 144 if (m_asset.Data.Length > 1)
136 } 145 {
137 else 146 byte[] destinationArray = new byte[assetLength + dataLength];
138 { 147 Array.Copy(m_asset.Data, 0, destinationArray, 0, assetLength);
139 byte[] buffer2 = new byte[data.Length - 4]; 148 Array.Copy(data, 0, destinationArray, assetLength, dataLength);
140 Array.Copy(data, 4, buffer2, 0, data.Length - 4); 149 m_asset.Data = destinationArray;
141 m_asset.Data = buffer2; 150 }
151 else
152 {
153 if (dataLength > 4)
154 {
155 byte[] buffer2 = new byte[dataLength - 4];
156 Array.Copy(data, 4, buffer2, 0, dataLength - 4);
157 m_asset.Data = buffer2;
158 }
159 }
142 } 160 }
143 161
144 ourClient.SendConfirmXfer(xferID, packetID); 162 ourClient.SendConfirmXfer(xferID, packetID);
@@ -393,6 +411,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
393 411
394 private void CompleteCreateItem(uint callbackID) 412 private void CompleteCreateItem(uint callbackID)
395 { 413 {
414 ValidateAssets();
396 m_Scene.AssetService.Store(m_asset); 415 m_Scene.AssetService.Store(m_asset);
397 416
398 InventoryItemBase item = new InventoryItemBase(); 417 InventoryItemBase item = new InventoryItemBase();
@@ -413,6 +432,9 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
413 item.Flags = (uint) wearableType; 432 item.Flags = (uint) wearableType;
414 item.CreationDate = Util.UnixTimeSinceEpoch(); 433 item.CreationDate = Util.UnixTimeSinceEpoch();
415 434
435 m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
436 item.ID, item.AssetID);
437
416 if (m_Scene.AddInventoryItem(item)) 438 if (m_Scene.AddInventoryItem(item))
417 ourClient.SendInventoryItemCreateUpdate(item, callbackID); 439 ourClient.SendInventoryItemCreateUpdate(item, callbackID);
418 else 440 else
@@ -420,5 +442,132 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
420 442
421 m_transactions.RemoveXferUploader(m_transactionID); 443 m_transactions.RemoveXferUploader(m_transactionID);
422 } 444 }
445
446 private void ValidateAssets()
447 {
448 if (m_asset.Type == (sbyte)AssetType.Clothing ||
449 m_asset.Type == (sbyte)AssetType.Bodypart)
450 {
451 string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
452 string[] lines = content.Split(new char[] {'\n'});
453
454 List<string> validated = new List<string>();
455
456 Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
457
458 int textures = 0;
459
460 foreach (string line in lines)
461 {
462 try
463 {
464 if (line.StartsWith("textures "))
465 {
466 textures = Convert.ToInt32(line.Substring(9));
467 validated.Add(line);
468 }
469 else if (textures > 0)
470 {
471 string[] parts = line.Split(new char[] {' '});
472
473 UUID tx = new UUID(parts[1]);
474 int id = Convert.ToInt32(parts[0]);
475
476 if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
477 (allowed.ContainsKey(id) && allowed[id] == tx))
478 {
479 validated.Add(parts[0] + " " + tx.ToString());
480 }
481 else
482 {
483 int perms = m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
484 int full = (int)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
485
486 if ((perms & full) != full)
487 {
488 m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
489 validated.Add(parts[0] + " " + UUID.Zero.ToString());
490 }
491 else
492 {
493 validated.Add(line);
494 }
495 }
496 textures--;
497 }
498 else
499 {
500 validated.Add(line);
501 }
502 }
503 catch
504 {
505 // If it's malformed, skip it
506 }
507 }
508
509 string final = String.Join("\n", validated.ToArray());
510
511 m_asset.Data = System.Text.Encoding.ASCII.GetBytes(final);
512 }
513 }
514
515 /// <summary>
516 /// Get the asset data uploaded in this transfer.
517 /// </summary>
518 /// <returns>null if the asset has not finished uploading</returns>
519 public AssetBase GetAssetData()
520 {
521 if (m_uploadState == UploadState.Complete)
522 {
523 ValidateAssets();
524 return m_asset;
525 }
526
527 return null;
528 }
529
530 public void SetOldData(byte[] d)
531 {
532 m_oldData = d;
533 }
534
535 private Dictionary<int,UUID> ExtractTexturesFromOldData()
536 {
537 Dictionary<int,UUID> result = new Dictionary<int,UUID>();
538 if (m_oldData == null)
539 return result;
540
541 string content = System.Text.Encoding.ASCII.GetString(m_oldData);
542 string[] lines = content.Split(new char[] {'\n'});
543
544 int textures = 0;
545
546 foreach (string line in lines)
547 {
548 try
549 {
550 if (line.StartsWith("textures "))
551 {
552 textures = Convert.ToInt32(line.Substring(9));
553 }
554 else if (textures > 0)
555 {
556 string[] parts = line.Split(new char[] {' '});
557
558 UUID tx = new UUID(parts[1]);
559 int id = Convert.ToInt32(parts[0]);
560 result[id] = tx;
561 textures--;
562 }
563 }
564 catch
565 {
566 // If it's malformed, skip it
567 }
568 }
569
570 return result;
571 }
423 } 572 }
424} \ No newline at end of file 573}
diff --git a/OpenSim/Region/CoreModules/Agent/Xfer/XferModule.cs b/OpenSim/Region/CoreModules/Agent/Xfer/XferModule.cs
index 4299726..7113f4f 100644
--- a/OpenSim/Region/CoreModules/Agent/Xfer/XferModule.cs
+++ b/OpenSim/Region/CoreModules/Agent/Xfer/XferModule.cs
@@ -160,6 +160,8 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
160 { 160 {
161 byte[] fileData = NewFiles[fileName].Data; 161 byte[] fileData = NewFiles[fileName].Data;
162 XferDownLoad transaction = new XferDownLoad(fileName, fileData, xferID, remoteClient); 162 XferDownLoad transaction = new XferDownLoad(fileName, fileData, xferID, remoteClient);
163 if (fileName.StartsWith("inventory_"))
164 transaction.isTaskInventory = true;
163 165
164 Transfers.Add(xferID, transaction); 166 Transfers.Add(xferID, transaction);
165 167
@@ -243,6 +245,7 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
243 public uint Packet = 0; 245 public uint Packet = 0;
244 public uint Serial = 1; 246 public uint Serial = 1;
245 public ulong XferID = 0; 247 public ulong XferID = 0;
248 public bool isTaskInventory = false;
246 249
247 public XferDownLoad(string fileName, byte[] data, ulong xferID, IClientAPI client) 250 public XferDownLoad(string fileName, byte[] data, ulong xferID, IClientAPI client)
248 { 251 {
@@ -268,7 +271,7 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
268 byte[] transferData = new byte[Data.Length + 4]; 271 byte[] transferData = new byte[Data.Length + 4];
269 Array.Copy(Utils.IntToBytes(Data.Length), 0, transferData, 0, 4); 272 Array.Copy(Utils.IntToBytes(Data.Length), 0, transferData, 0, 4);
270 Array.Copy(Data, 0, transferData, 4, Data.Length); 273 Array.Copy(Data, 0, transferData, 4, Data.Length);
271 Client.SendXferPacket(XferID, 0 + 0x80000000, transferData); 274 Client.SendXferPacket(XferID, 0 + 0x80000000, transferData, isTaskInventory);
272 complete = true; 275 complete = true;
273 } 276 }
274 else 277 else
@@ -276,7 +279,7 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
276 byte[] transferData = new byte[1000 + 4]; 279 byte[] transferData = new byte[1000 + 4];
277 Array.Copy(Utils.IntToBytes(Data.Length), 0, transferData, 0, 4); 280 Array.Copy(Utils.IntToBytes(Data.Length), 0, transferData, 0, 4);
278 Array.Copy(Data, 0, transferData, 4, 1000); 281 Array.Copy(Data, 0, transferData, 4, 1000);
279 Client.SendXferPacket(XferID, 0, transferData); 282 Client.SendXferPacket(XferID, 0, transferData, isTaskInventory);
280 Packet++; 283 Packet++;
281 DataPointer = 1000; 284 DataPointer = 1000;
282 } 285 }
@@ -297,7 +300,7 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
297 { 300 {
298 byte[] transferData = new byte[1000]; 301 byte[] transferData = new byte[1000];
299 Array.Copy(Data, DataPointer, transferData, 0, 1000); 302 Array.Copy(Data, DataPointer, transferData, 0, 1000);
300 Client.SendXferPacket(XferID, Packet, transferData); 303 Client.SendXferPacket(XferID, Packet, transferData, isTaskInventory);
301 Packet++; 304 Packet++;
302 DataPointer += 1000; 305 DataPointer += 1000;
303 } 306 }
@@ -306,7 +309,7 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
306 byte[] transferData = new byte[Data.Length - DataPointer]; 309 byte[] transferData = new byte[Data.Length - DataPointer];
307 Array.Copy(Data, DataPointer, transferData, 0, Data.Length - DataPointer); 310 Array.Copy(Data, DataPointer, transferData, 0, Data.Length - DataPointer);
308 uint endPacket = Packet |= (uint) 0x80000000; 311 uint endPacket = Packet |= (uint) 0x80000000;
309 Client.SendXferPacket(XferID, endPacket, transferData); 312 Client.SendXferPacket(XferID, endPacket, transferData, isTaskInventory);
310 Packet++; 313 Packet++;
311 DataPointer += (Data.Length - DataPointer); 314 DataPointer += (Data.Length - DataPointer);
312 315
diff --git a/OpenSim/Region/CoreModules/Asset/CenomeAssetCache.cs b/OpenSim/Region/CoreModules/Asset/CenomeAssetCache.cs
index e40caec..f43305f 100644
--- a/OpenSim/Region/CoreModules/Asset/CenomeAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/CenomeAssetCache.cs
@@ -194,6 +194,12 @@ namespace OpenSim.Region.CoreModules.Asset
194 194
195 #region IImprovedAssetCache Members 195 #region IImprovedAssetCache Members
196 196
197
198 public bool Check(string id)
199 {
200 return false;
201 }
202
197 /// <summary> 203 /// <summary>
198 /// Cache asset. 204 /// Cache asset.
199 /// </summary> 205 /// </summary>
diff --git a/OpenSim/Region/CoreModules/Asset/CoreAssetCache.cs b/OpenSim/Region/CoreModules/Asset/CoreAssetCache.cs
index 9742a5c..58ce61a 100644
--- a/OpenSim/Region/CoreModules/Asset/CoreAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/CoreAssetCache.cs
@@ -112,6 +112,10 @@ namespace OpenSim.Region.CoreModules.Asset
112 //////////////////////////////////////////////////////////// 112 ////////////////////////////////////////////////////////////
113 // IImprovedAssetCache 113 // IImprovedAssetCache
114 // 114 //
115 public bool Check(string id)
116 {
117 return false;
118 }
115 119
116 public void Cache(AssetBase asset) 120 public void Cache(AssetBase asset)
117 { 121 {
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 8e800cb..a0f1e8c 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -251,57 +251,70 @@ namespace OpenSim.Region.CoreModules.Asset
251 251
252 private void UpdateFileCache(string key, AssetBase asset) 252 private void UpdateFileCache(string key, AssetBase asset)
253 { 253 {
254 string filename = GetFileName(asset.ID); 254 // TODO: Spawn this off to some seperate thread to do the actual writing
255 255 if (asset != null)
256 try
257 { 256 {
258 // If the file is already cached just update access time. 257 string filename = GetFileName(key);
259 if (File.Exists(filename)) 258
260 { 259 try
261 lock (m_CurrentlyWriting)
262 {
263 if (!m_CurrentlyWriting.Contains(filename))
264 File.SetLastAccessTime(filename, DateTime.Now);
265 }
266 }
267 else
268 { 260 {
269 // Once we start writing, make sure we flag that we're writing 261 // If the file is already cached, don't cache it, just touch it so access time is updated
270 // that object to the cache so that we don't try to write the 262 if (File.Exists(filename))
271 // same file multiple times.
272 lock (m_CurrentlyWriting)
273 { 263 {
274#if WAIT_ON_INPROGRESS_REQUESTS 264 // We don't really want to know about sharing
275 if (m_CurrentlyWriting.ContainsKey(filename)) 265 // violations here. If the file is locked, then
266 // the other thread has updated the time for us.
267 try
276 { 268 {
277 return; 269 lock (m_CurrentlyWriting)
270 {
271 if (!m_CurrentlyWriting.Contains(filename))
272 File.SetLastAccessTime(filename, DateTime.Now);
273 }
278 } 274 }
279 else 275 catch
280 { 276 {
281 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
282 }
283
284#else
285 if (m_CurrentlyWriting.Contains(filename))
286 {
287 return;
288 } 277 }
289 else 278 } else {
279
280 // Once we start writing, make sure we flag that we're writing
281 // that object to the cache so that we don't try to write the
282 // same file multiple times.
283 lock (m_CurrentlyWriting)
290 { 284 {
291 m_CurrentlyWriting.Add(filename); 285#if WAIT_ON_INPROGRESS_REQUESTS
292 } 286 if (m_CurrentlyWriting.ContainsKey(filename))
287 {
288 return;
289 }
290 else
291 {
292 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
293 }
294
295#else
296 if (m_CurrentlyWriting.Contains(filename))
297 {
298 return;
299 }
300 else
301 {
302 m_CurrentlyWriting.Add(filename);
303 }
293#endif 304#endif
294 }
295 305
296 Util.FireAndForget( 306 }
297 delegate { WriteFileCache(filename, asset); }); 307
308 Util.FireAndForget(
309 delegate { WriteFileCache(filename, asset); });
310 }
311 }
312 catch (Exception e)
313 {
314 m_log.ErrorFormat(
315 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
316 asset.ID, e.Message, e.StackTrace);
298 } 317 }
299 }
300 catch (Exception e)
301 {
302 m_log.ErrorFormat(
303 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
304 asset.ID, e.Message, e.StackTrace);
305 } 318 }
306 } 319 }
307 320
@@ -335,6 +348,17 @@ namespace OpenSim.Region.CoreModules.Asset
335 return asset; 348 return asset;
336 } 349 }
337 350
351 private bool CheckFromMemoryCache(string id)
352 {
353 AssetBase asset = null;
354
355 if (m_MemoryCache.TryGetValue(id, out asset))
356 return true;
357
358 return false;
359 }
360
361
338 /// <summary> 362 /// <summary>
339 /// Try to get an asset from the file cache. 363 /// Try to get an asset from the file cache.
340 /// </summary> 364 /// </summary>
@@ -407,6 +431,50 @@ namespace OpenSim.Region.CoreModules.Asset
407 return asset; 431 return asset;
408 } 432 }
409 433
434 private bool CheckFromFileCache(string id)
435 {
436 bool found = false;
437
438 string filename = GetFileName(id);
439 if (File.Exists(filename))
440 {
441 // actually check if we can open it, and so update expire
442 FileStream stream = null;
443 try
444 {
445 stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read);
446 if (stream != null)
447 {
448 found = true;
449 stream.Close();
450 }
451
452 }
453 catch (System.Runtime.Serialization.SerializationException e)
454 {
455 found = false;
456 m_log.ErrorFormat(
457 "[FLOTSAM ASSET CACHE]: Failed to check file {0} for asset {1}. Exception {2} {3}",
458 filename, id, e.Message, e.StackTrace);
459
460 // If there was a problem deserializing the asset, the asset may
461 // either be corrupted OR was serialized under an old format
462 // {different version of AssetBase} -- we should attempt to
463 // delete it and re-cache
464 File.Delete(filename);
465 }
466 catch (Exception e)
467 {
468 found = false;
469 m_log.ErrorFormat(
470 "[FLOTSAM ASSET CACHE]: Failed to check file {0} for asset {1}. Exception {2} {3}",
471 filename, id, e.Message, e.StackTrace);
472 }
473 }
474
475 return found;
476 }
477
410 public AssetBase Get(string id) 478 public AssetBase Get(string id)
411 { 479 {
412 m_Requests++; 480 m_Requests++;
@@ -443,11 +511,26 @@ namespace OpenSim.Region.CoreModules.Asset
443 return asset; 511 return asset;
444 } 512 }
445 513
514 public bool Check(string id)
515 {
516 if (m_MemoryCacheEnabled && CheckFromMemoryCache(id))
517 return true;
518
519 if (m_FileCacheEnabled && CheckFromFileCache(id))
520 return true;
521 return false;
522 }
523
446 public AssetBase GetCached(string id) 524 public AssetBase GetCached(string id)
447 { 525 {
448 return Get(id); 526 return Get(id);
449 } 527 }
450 528
529 public AssetBase CheckCached(string id)
530 {
531 return Get(id);
532 }
533
451 public void Expire(string id) 534 public void Expire(string id)
452 { 535 {
453 if (m_LogLevel >= 2) 536 if (m_LogLevel >= 2)
@@ -928,6 +1011,11 @@ namespace OpenSim.Region.CoreModules.Asset
928 return asset.Data; 1011 return asset.Data;
929 } 1012 }
930 1013
1014 public bool CheckData(string id)
1015 {
1016 return Check(id); ;
1017 }
1018
931 public bool Get(string id, object sender, AssetRetrieved handler) 1019 public bool Get(string id, object sender, AssetRetrieved handler)
932 { 1020 {
933 AssetBase asset = Get(id); 1021 AssetBase asset = Get(id);
diff --git a/OpenSim/Region/CoreModules/Asset/GlynnTuckerAssetCache.cs b/OpenSim/Region/CoreModules/Asset/GlynnTuckerAssetCache.cs
index 9592ca0..ce9b546 100644
--- a/OpenSim/Region/CoreModules/Asset/GlynnTuckerAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/GlynnTuckerAssetCache.cs
@@ -115,6 +115,11 @@ namespace OpenSim.Region.CoreModules.Asset
115 // IImprovedAssetCache 115 // IImprovedAssetCache
116 // 116 //
117 117
118 public bool Check(string id)
119 {
120 return false;
121 }
122
118 public void Cache(AssetBase asset) 123 public void Cache(AssetBase asset)
119 { 124 {
120 if (asset != null) 125 if (asset != null)
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 8a3eeaa..6323160 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -40,6 +40,7 @@ using OpenSim.Region.Framework;
40using OpenSim.Region.Framework.Interfaces; 40using OpenSim.Region.Framework.Interfaces;
41using OpenSim.Region.Framework.Scenes; 41using OpenSim.Region.Framework.Scenes;
42using OpenSim.Region.Framework.Scenes.Serialization; 42using OpenSim.Region.Framework.Scenes.Serialization;
43using OpenSim.Services.Interfaces;
43 44
44namespace OpenSim.Region.CoreModules.Avatar.Attachments 45namespace OpenSim.Region.CoreModules.Avatar.Attachments
45{ 46{
@@ -75,40 +76,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
75 m_scene.RegisterModuleInterface<IAttachmentsModule>(this); 76 m_scene.RegisterModuleInterface<IAttachmentsModule>(this);
76 77
77 if (Enabled) 78 if (Enabled)
78 {
79 m_scene.EventManager.OnNewClient += SubscribeToClientEvents; 79 m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
80 m_scene.EventManager.OnStartScript += (localID, itemID) => HandleScriptStateChange(localID, true);
81 m_scene.EventManager.OnStopScript += (localID, itemID) => HandleScriptStateChange(localID, false);
82 }
83 80
84 // TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI 81 // TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI
85 } 82 }
86
87 /// <summary>
88 /// Listen for client triggered running state changes so that we can persist the script's object if necessary.
89 /// </summary>
90 /// <param name='localID'></param>
91 /// <param name='itemID'></param>
92 private void HandleScriptStateChange(uint localID, bool started)
93 {
94 SceneObjectGroup sog = m_scene.GetGroupByPrim(localID);
95 if (sog != null && sog.IsAttachment)
96 {
97 if (!started)
98 {
99 // FIXME: This is a convoluted way for working out whether the script state has changed to stop
100 // because it has been manually stopped or because the stop was called in UpdateDetachedObject() below
101 // This needs to be handled in a less tangled way.
102 ScenePresence sp = m_scene.GetScenePresence(sog.AttachedAvatar);
103 if (sp.ControllingClient.IsActive)
104 sog.HasGroupChanged = true;
105 }
106 else
107 {
108 sog.HasGroupChanged = true;
109 }
110 }
111 }
112 83
113 public void RemoveRegion(Scene scene) 84 public void RemoveRegion(Scene scene)
114 { 85 {
@@ -199,6 +170,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
199 170
200// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name); 171// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
201 172
173 XmlDocument doc = new XmlDocument();
174 string stateData = String.Empty;
175
176 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
177 if (attServ != null)
178 {
179 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
180 stateData = attServ.Get(sp.UUID.ToString());
181 if (stateData != String.Empty)
182 {
183 try
184 {
185 doc.LoadXml(stateData);
186 }
187 catch { }
188 }
189 }
190
191 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
192
193 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
194 if (nodes.Count > 0)
195 {
196 foreach (XmlNode n in nodes)
197 {
198 XmlElement elem = (XmlElement)n;
199 string itemID = elem.GetAttribute("ItemID");
200 string xml = elem.InnerXml;
201
202 itemData[new UUID(itemID)] = xml;
203 }
204 }
205
206
202 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); 207 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
203 foreach (AvatarAttachment attach in attachments) 208 foreach (AvatarAttachment attach in attachments)
204 { 209 {
@@ -218,12 +223,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
218 223
219 try 224 try
220 { 225 {
226 string xmlData;
227 XmlDocument d = null;
228 UUID asset;
229 if (itemData.TryGetValue(attach.ItemID, out xmlData))
230 {
231 d = new XmlDocument();
232 d.LoadXml(xmlData);
233 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", attach.ItemID);
234 }
235
221 // If we're an NPC then skip all the item checks and manipulations since we don't have an 236 // If we're an NPC then skip all the item checks and manipulations since we don't have an
222 // inventory right now. 237 // inventory right now.
223 if (sp.PresenceType == PresenceType.Npc) 238 if (sp.PresenceType == PresenceType.Npc)
224 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 239 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
225 else 240 else
226 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 241 RezSingleAttachmentFromInventory(sp, attach.ItemID, p, d);
227 } 242 }
228 catch (Exception e) 243 catch (Exception e)
229 { 244 {
@@ -268,13 +283,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
268 283
269 sp.ClearAttachments(); 284 sp.ClearAttachments();
270 } 285 }
271 286
272 public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp) 287 public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp)
273 { 288 {
274 if (!Enabled) 289 if (!Enabled)
275 return false; 290 return false;
276 291
277 if (AttachObjectInternal(sp, group, attachmentPt, silent, temp)) 292 if (AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, temp))
278 { 293 {
279 m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID); 294 m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID);
280 return true; 295 return true;
@@ -283,7 +298,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
283 return false; 298 return false;
284 } 299 }
285 300
286 private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp) 301 private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp)
287 { 302 {
288 lock (sp.AttachmentsSyncLock) 303 lock (sp.AttachmentsSyncLock)
289 { 304 {
@@ -338,6 +353,24 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
338 attachPos = Vector3.Zero; 353 attachPos = Vector3.Zero;
339 } 354 }
340 355
356 if (useAttachData)
357 {
358 group.RootPart.RotationOffset = group.RootPart.AttachRotation;
359 attachPos = group.RootPart.AttachOffset;
360 if (attachmentPt == 0)
361 {
362 attachmentPt = group.RootPart.AttachPoint;
363 if (attachmentPt == 0)
364 {
365 attachmentPt = (uint)AttachmentPoint.LeftHand;
366 attachPos = Vector3.Zero;
367 }
368 }
369 else if (group.RootPart.AttachPoint != attachmentPt)
370 {
371 attachPos = Vector3.Zero;
372 }
373 }
341 group.AttachmentPoint = attachmentPt; 374 group.AttachmentPoint = attachmentPt;
342 group.AbsolutePosition = attachPos; 375 group.AbsolutePosition = attachPos;
343 376
@@ -378,7 +411,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
378 } 411 }
379 } 412 }
380 413
381 public SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 414 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
415 {
416 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, null);
417 }
418
419 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, XmlDocument doc)
382 { 420 {
383 if (!Enabled) 421 if (!Enabled)
384 return null; 422 return null;
@@ -417,7 +455,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
417 return null; 455 return null;
418 } 456 }
419 457
420 return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 458 return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
421 } 459 }
422 460
423 public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist) 461 public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
@@ -491,7 +529,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
491 so.AttachedAvatar = UUID.Zero; 529 so.AttachedAvatar = UUID.Zero;
492 rootPart.SetParentLocalId(0); 530 rootPart.SetParentLocalId(0);
493 so.ClearPartAttachmentData(); 531 so.ClearPartAttachmentData();
494 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive); 532 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
495 so.HasGroupChanged = true; 533 so.HasGroupChanged = true;
496 rootPart.Rezzed = DateTime.Now; 534 rootPart.Rezzed = DateTime.Now;
497 rootPart.RemFlag(PrimFlags.TemporaryOnRez); 535 rootPart.RemFlag(PrimFlags.TemporaryOnRez);
@@ -803,8 +841,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
803 UpdateDetachedObject(sp, so); 841 UpdateDetachedObject(sp, so);
804 } 842 }
805 843
806 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 844 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
807 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 845 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
808 { 846 {
809 if (m_invAccessModule == null) 847 if (m_invAccessModule == null)
810 return null; 848 return null;
@@ -842,7 +880,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
842 // This will throw if the attachment fails 880 // This will throw if the attachment fails
843 try 881 try
844 { 882 {
845 AttachObjectInternal(sp, objatt, attachmentPt, false, false); 883 AttachObjectInternal(sp, objatt, attachmentPt, false, false, false);
846 } 884 }
847 catch (Exception e) 885 catch (Exception e)
848 { 886 {
@@ -855,10 +893,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
855 m_scene.DeleteSceneObject(objatt, false); 893 m_scene.DeleteSceneObject(objatt, false);
856 return null; 894 return null;
857 } 895 }
858 896
859 if (tainted) 897 if (tainted)
860 objatt.HasGroupChanged = true; 898 objatt.HasGroupChanged = true;
861 899
900 if (doc != null)
901 {
902 objatt.LoadScriptState(doc);
903 objatt.ResetOwnerChangeFlag();
904 }
905
862 // Fire after attach, so we don't get messy perms dialogs 906 // Fire after attach, so we don't get messy perms dialogs
863 // 4 == AttachedRez 907 // 4 == AttachedRez
864 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 908 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
@@ -876,7 +920,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
876 itemID, sp.Name, attachmentPt); 920 itemID, sp.Name, attachmentPt);
877 } 921 }
878 } 922 }
879 923
880 return null; 924 return null;
881 } 925 }
882 926
@@ -999,7 +1043,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
999 AttachmentPt &= 0x7f; 1043 AttachmentPt &= 0x7f;
1000 1044
1001 // Calls attach with a Zero position 1045 // Calls attach with a Zero position
1002 AttachObject(sp, part.ParentGroup, AttachmentPt, false, false); 1046 if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, true, false))
1047 {
1048// m_log.Debug(
1049// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
1050// + ", AttachmentPoint: " + AttachmentPt);
1051
1052 // Save avatar attachment information
1053 m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.FromItemID, remoteClient.AgentId);
1054 }
1003 } 1055 }
1004 catch (Exception e) 1056 catch (Exception e)
1005 { 1057 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
index 0ee01c7..4e9d3f9 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
@@ -197,7 +197,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
197 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID); 197 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
198 198
199 m_numberOfAttachEventsFired = 0; 199 m_numberOfAttachEventsFired = 0;
200 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false); 200 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false);
201 201
202 // Check status on scene presence 202 // Check status on scene presence
203 Assert.That(sp.HasAttachments(), Is.True); 203 Assert.That(sp.HasAttachments(), Is.True);
@@ -254,7 +254,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
254 sp2.AbsolutePosition = new Vector3(0, 0, 0); 254 sp2.AbsolutePosition = new Vector3(0, 0, 0);
255 sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero); 255 sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
256 256
257 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false); 257 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false);
258 258
259 Assert.That(sp.HasAttachments(), Is.False); 259 Assert.That(sp.HasAttachments(), Is.False);
260 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); 260 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
@@ -438,7 +438,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
438 scene.EventManager.OnChatFromWorld += OnChatFromWorld; 438 scene.EventManager.OnChatFromWorld += OnChatFromWorld;
439 439
440 SceneObjectGroup rezzedSo 440 SceneObjectGroup rezzedSo
441 = scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest); 441 = (SceneObjectGroup)(scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest));
442 442
443 // Wait for chat to signal rezzed script has been started. 443 // Wait for chat to signal rezzed script has been started.
444 m_chatEvent.WaitOne(60000); 444 m_chatEvent.WaitOne(60000);
@@ -457,7 +457,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
457 Assert.That(scriptStateNodes.Count, Is.EqualTo(1)); 457 Assert.That(scriptStateNodes.Count, Is.EqualTo(1));
458 458
459 // Re-rez the attachment to check script running state 459 // Re-rez the attachment to check script running state
460 SceneObjectGroup reRezzedSo = scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest); 460 SceneObjectGroup reRezzedSo = (SceneObjectGroup)(scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest));
461 461
462 // Wait for chat to signal rezzed script has been started. 462 // Wait for chat to signal rezzed script has been started.
463 m_chatEvent.WaitOne(60000); 463 m_chatEvent.WaitOne(60000);
@@ -663,4 +663,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
663 Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0)); 663 Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0));
664 } 664 }
665 } 665 }
666} \ No newline at end of file 666}
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index ce79f07..cfc7e7e 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -140,9 +140,24 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
140 /// <param name="sp"></param> 140 /// <param name="sp"></param>
141 /// <param name="texture"></param> 141 /// <param name="texture"></param>
142 /// <param name="visualParam"></param> 142 /// <param name="visualParam"></param>
143 public void SetAppearance(IScenePresence sp, AvatarAppearance appearance) 143 public void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems)
144 { 144 {
145 SetAppearance(sp, appearance.Texture, appearance.VisualParams); 145 SetAppearance(sp, appearance.Texture, appearance.VisualParams, cacheItems);
146 }
147
148
149 public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
150 {
151 float oldoff = sp.Appearance.AvatarFeetOffset;
152 Vector3 oldbox = sp.Appearance.AvatarBoxSize;
153
154 SetAppearance(sp, textureEntry, visualParams, cacheItems);
155 sp.Appearance.SetSize(avSize);
156
157 float off = sp.Appearance.AvatarFeetOffset;
158 Vector3 box = sp.Appearance.AvatarBoxSize;
159 if (oldoff != off || oldbox != box)
160 ((ScenePresence)sp).SetSize(box, off);
146 } 161 }
147 162
148 /// <summary> 163 /// <summary>
@@ -151,7 +166,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
151 /// <param name="sp"></param> 166 /// <param name="sp"></param>
152 /// <param name="texture"></param> 167 /// <param name="texture"></param>
153 /// <param name="visualParam"></param> 168 /// <param name="visualParam"></param>
154 public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams) 169 public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems)
155 { 170 {
156// m_log.DebugFormat( 171// m_log.DebugFormat(
157// "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}", 172// "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}",
@@ -174,18 +189,27 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
174 // m_log.DebugFormat( 189 // m_log.DebugFormat(
175 // "[AVFACTORY]: Setting visual params for {0} to {1}", 190 // "[AVFACTORY]: Setting visual params for {0} to {1}",
176 // client.Name, string.Join(", ", visualParamsStrings)); 191 // client.Name, string.Join(", ", visualParamsStrings));
177 192/*
178 float oldHeight = sp.Appearance.AvatarHeight; 193 float oldHeight = sp.Appearance.AvatarHeight;
179 changed = sp.Appearance.SetVisualParams(visualParams); 194 changed = sp.Appearance.SetVisualParams(visualParams);
180 195
181 if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0) 196 if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0)
182 ((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight); 197 ((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight);
183 } 198 */
199// float oldoff = sp.Appearance.AvatarFeetOffset;
200// Vector3 oldbox = sp.Appearance.AvatarBoxSize;
201 changed = sp.Appearance.SetVisualParams(visualParams);
202// float off = sp.Appearance.AvatarFeetOffset;
203// Vector3 box = sp.Appearance.AvatarBoxSize;
204// if(oldoff != off || oldbox != box)
205// ((ScenePresence)sp).SetSize(box,off);
184 206
207 }
208
185 // Process the baked texture array 209 // Process the baked texture array
186 if (textureEntry != null) 210 if (textureEntry != null)
187 { 211 {
188// m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID); 212 m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID);
189 213
190// WriteBakedTexturesReport(sp, m_log.DebugFormat); 214// WriteBakedTexturesReport(sp, m_log.DebugFormat);
191 215
@@ -254,6 +278,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
254 return GetBakedTextureFaces(sp); 278 return GetBakedTextureFaces(sp);
255 } 279 }
256 280
281 public WearableCacheItem[] GetCachedItems(UUID agentId)
282 {
283 ScenePresence sp = m_scene.GetScenePresence(agentId);
284 WearableCacheItem[] items = sp.Appearance.WearableCacheItems;
285 //foreach (WearableCacheItem item in items)
286 //{
287
288 //}
289 return items;
290 }
291
257 public bool SaveBakedTextures(UUID agentId) 292 public bool SaveBakedTextures(UUID agentId)
258 { 293 {
259 ScenePresence sp = m_scene.GetScenePresence(agentId); 294 ScenePresence sp = m_scene.GetScenePresence(agentId);
@@ -340,6 +375,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
340 public bool ValidateBakedTextureCache(IScenePresence sp) 375 public bool ValidateBakedTextureCache(IScenePresence sp)
341 { 376 {
342 bool defonly = true; // are we only using default textures 377 bool defonly = true; // are we only using default textures
378 IImprovedAssetCache cache = m_scene.RequestModuleInterface<IImprovedAssetCache>();
343 379
344 // Process the texture entry 380 // Process the texture entry
345 for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) 381 for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
@@ -364,8 +400,16 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
364 400
365 defonly = false; // found a non-default texture reference 401 defonly = false; // found a non-default texture reference
366 402
367 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null) 403 if (cache != null)
368 return false; 404 {
405 if (!cache.Check(face.TextureID.ToString()))
406 return false;
407 }
408 else
409 {
410 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
411 return false;
412 }
369 } 413 }
370 414
371// m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID); 415// m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID);
@@ -377,6 +421,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
377 public int RequestRebake(IScenePresence sp, bool missingTexturesOnly) 421 public int RequestRebake(IScenePresence sp, bool missingTexturesOnly)
378 { 422 {
379 int texturesRebaked = 0; 423 int texturesRebaked = 0;
424 IImprovedAssetCache cache = m_scene.RequestModuleInterface<IImprovedAssetCache>();
380 425
381 for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) 426 for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
382 { 427 {
@@ -400,21 +445,36 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
400 445
401 if (missingTexturesOnly) 446 if (missingTexturesOnly)
402 { 447 {
403 if (m_scene.AssetService.Get(face.TextureID.ToString()) != null) 448 if (cache != null)
404 { 449 {
405 continue; 450 if (cache.Check(face.TextureID.ToString()))
451 continue;
452 else
453 {
454 m_log.DebugFormat(
455 "[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
456 face.TextureID, idx, sp.Name);
457 }
406 } 458 }
407 else 459 else
408 { 460 {
409 // On inter-simulator teleports, this occurs if baked textures are not being stored by the 461 if (m_scene.AssetService.Get(face.TextureID.ToString()) != null)
410 // grid asset service (which means that they are not available to the new region and so have 462 {
411 // to be re-requested from the client). 463 continue;
412 // 464 }
413 // The only available core OpenSimulator behaviour right now 465
414 // is not to store these textures, temporarily or otherwise. 466 else
415 m_log.DebugFormat( 467 {
416 "[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.", 468 // On inter-simulator teleports, this occurs if baked textures are not being stored by the
417 face.TextureID, idx, sp.Name); 469 // grid asset service (which means that they are not available to the new region and so have
470 // to be re-requested from the client).
471 //
472 // The only available core OpenSimulator behaviour right now
473 // is not to store these textures, temporarily or otherwise.
474 m_log.DebugFormat(
475 "[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
476 face.TextureID, idx, sp.Name);
477 }
418 } 478 }
419 } 479 }
420 else 480 else
@@ -595,12 +655,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
595 /// <param name="client"></param> 655 /// <param name="client"></param>
596 private void Client_OnRequestWearables(IClientAPI client) 656 private void Client_OnRequestWearables(IClientAPI client)
597 { 657 {
598 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); 658 Util.FireAndForget(delegate(object x)
599 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 659 {
600 if (sp != null) 660 Thread.Sleep(4000);
601 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); 661
602 else 662 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
603 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); 663 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
664 if (sp != null)
665 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
666 else
667 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
668 });
604 } 669 }
605 670
606 /// <summary> 671 /// <summary>
@@ -609,12 +674,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
609 /// <param name="client"></param> 674 /// <param name="client"></param>
610 /// <param name="texture"></param> 675 /// <param name="texture"></param>
611 /// <param name="visualParam"></param> 676 /// <param name="visualParam"></param>
612 private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams) 677 private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
613 { 678 {
614 // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId); 679 // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId);
615 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 680 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
616 if (sp != null) 681 if (sp != null)
617 SetAppearance(sp, textureEntry, visualParams); 682 SetAppearance(sp, textureEntry, visualParams,avSize, cacheItems);
618 else 683 else
619 m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId); 684 m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId);
620 } 685 }
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
index 1830d41..f090e15 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
@@ -61,7 +61,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
61 for (byte i = 0; i < visualParams.Length; i++) 61 for (byte i = 0; i < visualParams.Length; i++)
62 visualParams[i] = i; 62 visualParams[i] = i;
63 63
64 afm.SetAppearance(sp, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams); 64 afm.SetAppearance(sp, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams, new WearableCacheItem[0]);
65 65
66 // TODO: Check baked texture 66 // TODO: Check baked texture
67 Assert.AreEqual(visualParams, sp.Appearance.VisualParams); 67 Assert.AreEqual(visualParams, sp.Appearance.VisualParams);
@@ -102,7 +102,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
102 Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex); 102 Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
103 eyesFace.TextureID = eyesTextureId; 103 eyesFace.TextureID = eyesTextureId;
104 104
105 afm.SetAppearance(sp, bakedTextureEntry, visualParams); 105 afm.SetAppearance(sp, bakedTextureEntry, visualParams, new WearableCacheItem[0]);
106 afm.SaveBakedTextures(userId); 106 afm.SaveBakedTextures(userId);
107// Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = afm.GetBakedTextureFaces(userId); 107// Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = afm.GetBakedTextureFaces(userId);
108 108
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 6d62ff0..4c3f1cc 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -51,7 +51,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
51 private int m_shoutdistance = 100; 51 private int m_shoutdistance = 100;
52 private int m_whisperdistance = 10; 52 private int m_whisperdistance = 10;
53 private List<Scene> m_scenes = new List<Scene>(); 53 private List<Scene> m_scenes = new List<Scene>();
54 54 private List<string> FreezeCache = new List<string>();
55 private string m_adminPrefix = "";
55 internal object m_syncy = new object(); 56 internal object m_syncy = new object();
56 57
57 internal IConfig m_config; 58 internal IConfig m_config;
@@ -78,6 +79,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
78 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 79 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
79 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 80 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
80 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 81 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
82 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
81 } 83 }
82 84
83 public virtual void AddRegion(Scene scene) 85 public virtual void AddRegion(Scene scene)
@@ -173,7 +175,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
173 return; 175 return;
174 } 176 }
175 177
176 DeliverChatToAvatars(ChatSourceType.Agent, c); 178 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
179 {
180 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
181 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
182 }
183 else
184 {
185 DeliverChatToAvatars(ChatSourceType.Agent, c);
186 }
177 } 187 }
178 188
179 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 189 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -187,11 +197,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
187 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 197 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
188 { 198 {
189 string fromName = c.From; 199 string fromName = c.From;
200 string fromNamePrefix = "";
190 UUID fromID = UUID.Zero; 201 UUID fromID = UUID.Zero;
191 UUID ownerID = UUID.Zero; 202 UUID ownerID = UUID.Zero;
192 UUID targetID = c.TargetUUID;
193 string message = c.Message; 203 string message = c.Message;
194 IScene scene = c.Scene; 204 IScene scene = c.Scene;
205 UUID destination = c.Destination;
195 Vector3 fromPos = c.Position; 206 Vector3 fromPos = c.Position;
196 Vector3 regionPos = new Vector3(scene.RegionInfo.RegionLocX * Constants.RegionSize, 207 Vector3 regionPos = new Vector3(scene.RegionInfo.RegionLocX * Constants.RegionSize,
197 scene.RegionInfo.RegionLocY * Constants.RegionSize, 0); 208 scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
@@ -211,6 +222,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
211 fromPos = avatar.AbsolutePosition; 222 fromPos = avatar.AbsolutePosition;
212 fromName = avatar.Name; 223 fromName = avatar.Name;
213 fromID = c.Sender.AgentId; 224 fromID = c.Sender.AgentId;
225 if (avatar.GodLevel >= 200)
226 {
227 fromNamePrefix = m_adminPrefix;
228 }
229 destination = UUID.Zero; // Avatars cant "SayTo"
214 ownerID = c.Sender.AgentId; 230 ownerID = c.Sender.AgentId;
215 231
216 break; 232 break;
@@ -229,40 +245,47 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
229 message = message.Substring(0, 1000); 245 message = message.Substring(0, 1000);
230 246
231// m_log.DebugFormat( 247// m_log.DebugFormat(
232// "[CHAT]: DCTA: fromID {0} fromName {1}, region{2}, cType {3}, sType {4}, targetID {5}", 248// "[CHAT]: DCTA: fromID {0} fromName {1}, region{2}, cType {3}, sType {4}",
233// fromID, fromName, scene.RegionInfo.RegionName, c.Type, sourceType, targetID); 249// fromID, fromName, scene.RegionInfo.RegionName, c.Type, sourceType);
234 250
235 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 251 HashSet<UUID> receiverIDs = new HashSet<UUID>();
236 252
237 foreach (Scene s in m_scenes) 253 foreach (Scene s in m_scenes)
238 { 254 {
239 if (targetID == UUID.Zero) 255 // This should use ForEachClient, but clients don't have a position.
240 { 256 // If camera is moved into client, then camera position can be used
241 // This should use ForEachClient, but clients don't have a position. 257 // MT: No, it can't, as chat is heard from the avatar position, not
242 // If camera is moved into client, then camera position can be used 258 // the camera position.
243 s.ForEachRootScenePresence( 259 s.ForEachRootScenePresence(
244 delegate(ScenePresence presence) 260 delegate(ScenePresence presence)
261 {
262 if (destination != UUID.Zero && presence.UUID != destination)
263 return;
264 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
265 if (Presencecheck != null)
245 { 266 {
246 if (TrySendChatMessage( 267 // This will pass all chat from objects. Not
247 presence, fromPos, regionPos, fromID, ownerID, fromName, c.Type, message, sourceType, false)) 268 // perfect, but it will do. For now. Better
248 receiverIDs.Add(presence.UUID); 269 // than the prior behavior of muting all
270 // objects on a parcel with access restrictions
271 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
272 {
273 if (destination != UUID.Zero)
274 {
275 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, ownerID, fromNamePrefix + fromName, c.Type, message, sourceType, true))
276 receiverIDs.Add(presence.UUID);
277 }
278 else
279 {
280 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, ownerID, fromNamePrefix + fromName, c.Type, message, sourceType, false))
281 receiverIDs.Add(presence.UUID);
282 }
283 }
249 } 284 }
250 );
251 }
252 else
253 {
254 // This is a send to a specific client eg from llRegionSayTo
255 // no need to check distance etc, jand send is as say
256 ScenePresence presence = s.GetScenePresence(targetID);
257 if (presence != null && !presence.IsChildAgent)
258 {
259 if (TrySendChatMessage(
260 presence, fromPos, regionPos, fromID, ownerID, fromName, ChatTypeEnum.Say, message, sourceType, true))
261 receiverIDs.Add(presence.UUID);
262 } 285 }
263 } 286 );
264 } 287 }
265 288
266 (scene as Scene).EventManager.TriggerOnChatToClients( 289 (scene as Scene).EventManager.TriggerOnChatToClients(
267 fromID, receiverIDs, message, c.Type, fromPos, fromName, sourceType, ChatAudibleLevel.Fully); 290 fromID, receiverIDs, message, c.Type, fromPos, fromName, sourceType, ChatAudibleLevel.Fully);
268 } 291 }
@@ -302,28 +325,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
302 } 325 }
303 326
304 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 327 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
305
306 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 328 HashSet<UUID> receiverIDs = new HashSet<UUID>();
307 329
308 ((Scene)c.Scene).ForEachRootClient( 330 if (c.Scene != null)
309 delegate(IClientAPI client) 331 {
310 { 332 ((Scene)c.Scene).ForEachRootClient
311 // don't forward SayOwner chat from objects to 333 (
312 // non-owner agents 334 delegate(IClientAPI client)
313 if ((c.Type == ChatTypeEnum.Owner) && 335 {
314 (null != c.SenderObject) && 336 // don't forward SayOwner chat from objects to
315 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 337 // non-owner agents
316 return; 338 if ((c.Type == ChatTypeEnum.Owner) &&
317 339 (null != c.SenderObject) &&
318 client.SendChatMessage( 340 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
319 c.Message, (byte)cType, CenterOfRegion, fromName, fromID, fromID, 341 return;
320 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 342
321 343 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, fromID,
322 receiverIDs.Add(client.AgentId); 344 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
323 }); 345 receiverIDs.Add(client.AgentId);
324 346 }
325 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 347 );
326 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 348 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
349 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
350 }
327 } 351 }
328 352
329 /// <summary> 353 /// <summary>
@@ -348,7 +372,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
348 UUID fromAgentID, UUID ownerID, string fromName, ChatTypeEnum type, 372 UUID fromAgentID, UUID ownerID, string fromName, ChatTypeEnum type,
349 string message, ChatSourceType src, bool ignoreDistance) 373 string message, ChatSourceType src, bool ignoreDistance)
350 { 374 {
351 // don't send stuff to child agents 375 // don't send chat to child agents
352 if (presence.IsChildAgent) return false; 376 if (presence.IsChildAgent) return false;
353 377
354 Vector3 fromRegionPos = fromPos + regionPos; 378 Vector3 fromRegionPos = fromPos + regionPos;
@@ -357,15 +381,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
357 presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0); 381 presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
358 382
359 int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos); 383 int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos);
360 384
361 if (!ignoreDistance) 385 if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance ||
386 type == ChatTypeEnum.Say && dis > m_saydistance ||
387 type == ChatTypeEnum.Shout && dis > m_shoutdistance)
362 { 388 {
363 if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance || 389 return false;
364 type == ChatTypeEnum.Say && dis > m_saydistance ||
365 type == ChatTypeEnum.Shout && dis > m_shoutdistance)
366 {
367 return false;
368 }
369 } 390 }
370 391
371 // TODO: should change so the message is sent through the avatar rather than direct to the ClientView 392 // TODO: should change so the message is sent through the avatar rather than direct to the ClientView
@@ -375,5 +396,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
375 396
376 return true; 397 return true;
377 } 398 }
399
400 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
401 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
402 {
403 System.Threading.Timer Timer;
404 if (flags == 0)
405 {
406 FreezeCache.Add(target.ToString());
407 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
408 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
409 Timers.Add(target, Timer);
410 }
411 else
412 {
413 FreezeCache.Remove(target.ToString());
414 Timers.TryGetValue(target, out Timer);
415 Timers.Remove(target);
416 Timer.Dispose();
417 }
418 }
419
420 private void OnEndParcelFrozen(object avatar)
421 {
422 UUID target = (UUID)avatar;
423 FreezeCache.Remove(target.ToString());
424 System.Threading.Timer Timer;
425 Timers.TryGetValue(target, out Timer);
426 Timers.Remove(target);
427 Timer.Dispose();
428 }
378 } 429 }
379} \ No newline at end of file 430}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index d26907b..0e7ab7e 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -260,4 +260,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
260 return result; 260 return result;
261 } 261 }
262 } 262 }
263} \ No newline at end of file 263}
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 5a7446f..9fa9be1 100644
--- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
@@ -32,6 +32,24 @@ using OpenMetaverse;
32using OpenSim.Framework; 32using OpenSim.Framework;
33using OpenSim.Region.Framework.Scenes; 33using OpenSim.Region.Framework.Scenes;
34using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
35using System;
36using System.Reflection;
37using System.Collections;
38using System.Collections.Specialized;
39using System.Reflection;
40using System.IO;
41using System.Web;
42using System.Xml;
43using log4net;
44using Mono.Addins;
45using OpenMetaverse.Messages.Linden;
46using OpenMetaverse.StructuredData;
47using OpenSim.Framework.Capabilities;
48using OpenSim.Framework.Servers;
49using OpenSim.Framework.Servers.HttpServer;
50using Caps = OpenSim.Framework.Capabilities.Caps;
51using OSDArray = OpenMetaverse.StructuredData.OSDArray;
52using OSDMap = OpenMetaverse.StructuredData.OSDMap;
35 53
36using Mono.Addins; 54using Mono.Addins;
37 55
@@ -40,11 +58,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
40 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "GodsModule")] 58 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "GodsModule")]
41 public class GodsModule : INonSharedRegionModule, IGodsModule 59 public class GodsModule : INonSharedRegionModule, IGodsModule
42 { 60 {
61 private static readonly ILog m_log =
62 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
63
43 /// <summary>Special UUID for actions that apply to all agents</summary> 64 /// <summary>Special UUID for actions that apply to all agents</summary>
44 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb"); 65 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb");
45 66
46 protected Scene m_scene; 67 protected Scene m_scene;
47 protected IDialogModule m_dialogModule; 68 protected IDialogModule m_dialogModule;
69
70 protected Dictionary<UUID, string> m_capsDict =
71 new Dictionary<UUID, string>();
72
48 protected IDialogModule DialogModule 73 protected IDialogModule DialogModule
49 { 74 {
50 get 75 get
@@ -65,6 +90,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
65 m_scene = scene; 90 m_scene = scene;
66 m_scene.RegisterModuleInterface<IGodsModule>(this); 91 m_scene.RegisterModuleInterface<IGodsModule>(this);
67 m_scene.EventManager.OnNewClient += SubscribeToClientEvents; 92 m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
93 m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
94 m_scene.EventManager.OnClientClosed += OnClientClosed;
95 scene.EventManager.OnIncomingInstantMessage +=
96 OnIncomingInstantMessage;
68 } 97 }
69 98
70 public void RemoveRegion(Scene scene) 99 public void RemoveRegion(Scene scene)
@@ -98,6 +127,54 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
98 client.OnRequestGodlikePowers -= RequestGodlikePowers; 127 client.OnRequestGodlikePowers -= RequestGodlikePowers;
99 } 128 }
100 129
130 private void OnClientClosed(UUID agentID, Scene scene)
131 {
132 m_capsDict.Remove(agentID);
133 }
134
135 private void OnRegisterCaps(UUID agentID, Caps caps)
136 {
137 string uri = "/CAPS/" + UUID.Random();
138 m_capsDict[agentID] = uri;
139
140 caps.RegisterHandler("UntrustedSimulatorMessage",
141 new RestStreamHandler("POST", uri,
142 HandleUntrustedSimulatorMessage));
143 }
144
145 private string HandleUntrustedSimulatorMessage(string request,
146 string path, string param, IOSHttpRequest httpRequest,
147 IOSHttpResponse httpResponse)
148 {
149 OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
150
151 string message = osd["message"].AsString();
152
153 if (message == "GodKickUser")
154 {
155 OSDMap body = (OSDMap)osd["body"];
156 OSDArray userInfo = (OSDArray)body["UserInfo"];
157 OSDMap userData = (OSDMap)userInfo[0];
158
159 UUID agentID = userData["AgentID"].AsUUID();
160 UUID godID = userData["GodID"].AsUUID();
161 UUID godSessionID = userData["GodSessionID"].AsUUID();
162 uint kickFlags = userData["KickFlags"].AsUInteger();
163 string reason = userData["Reason"].AsString();
164
165 ScenePresence god = m_scene.GetScenePresence(godID);
166 if (god == null || god.ControllingClient.SessionId != godSessionID)
167 return String.Empty;
168
169 KickUser(godID, godSessionID, agentID, kickFlags, Util.StringToBytes1024(reason));
170 }
171 else
172 {
173 m_log.ErrorFormat("[GOD]: Unhandled UntrustedSimulatorMessage: {0}", message);
174 }
175 return String.Empty;
176 }
177
101 public void RequestGodlikePowers( 178 public void RequestGodlikePowers(
102 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) 179 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
103 { 180 {
@@ -146,76 +223,86 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
146 /// <param name="reason">The message to send to the user after it's been turned into a field</param> 223 /// <param name="reason">The message to send to the user after it's been turned into a field</param>
147 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) 224 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
148 { 225 {
149 UUID kickUserID = ALL_AGENTS; 226 if (!m_scene.Permissions.IsGod(godID))
150 227 return;
228
151 ScenePresence sp = m_scene.GetScenePresence(agentID); 229 ScenePresence sp = m_scene.GetScenePresence(agentID);
152 230
153 if (sp != null || agentID == kickUserID) 231 if (sp == null && agentID != ALL_AGENTS)
154 { 232 {
155 if (m_scene.Permissions.IsGod(godID)) 233 IMessageTransferModule transferModule =
234 m_scene.RequestModuleInterface<IMessageTransferModule>();
235 if (transferModule != null)
156 { 236 {
157 if (kickflags == 0) 237 m_log.DebugFormat("[GODS]: Sending nonlocal kill for agent {0}", agentID);
158 { 238 transferModule.SendInstantMessage(new GridInstantMessage(
159 if (agentID == kickUserID) 239 m_scene, godID, "God", agentID, (byte)250, false,
160 { 240 Utils.BytesToString(reason), UUID.Zero, true,
161 string reasonStr = Utils.BytesToString(reason); 241 new Vector3(), new byte[] {(byte)kickflags}, true),
162 242 delegate(bool success) {} );
163 m_scene.ForEachClient( 243 }
164 delegate(IClientAPI controller) 244 return;
165 { 245 }
166 if (controller.AgentId != godID)
167 controller.Kick(reasonStr);
168 }
169 );
170
171 // This is a bit crude. It seems the client will be null before it actually stops the thread
172 // The thread will kill itself eventually :/
173 // Is there another way to make sure *all* clients get this 'inter region' message?
174 m_scene.ForEachRootClient(
175 delegate(IClientAPI client)
176 {
177 if (client.AgentId != godID)
178 {
179 client.Close();
180 }
181 }
182 );
183 }
184 else
185 {
186 m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
187 246
188 sp.ControllingClient.Kick(Utils.BytesToString(reason)); 247 switch (kickflags)
189 sp.ControllingClient.Close(); 248 {
190 } 249 case 0:
191 } 250 if (sp != null)
192 251 {
193 if (kickflags == 1) 252 KickPresence(sp, Utils.BytesToString(reason));
194 {
195 sp.AllowMovement = false;
196 if (DialogModule != null)
197 {
198 DialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
199 DialogModule.SendAlertToUser(godID, "User Frozen");
200 }
201 }
202
203 if (kickflags == 2)
204 {
205 sp.AllowMovement = true;
206 if (DialogModule != null)
207 {
208 DialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
209 DialogModule.SendAlertToUser(godID, "User Unfrozen");
210 }
211 }
212 } 253 }
213 else 254 else if (agentID == ALL_AGENTS)
214 { 255 {
215 if (DialogModule != null) 256 m_scene.ForEachRootScenePresence(
216 DialogModule.SendAlertToUser(godID, "Kick request denied"); 257 delegate(ScenePresence p)
258 {
259 if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID)))
260 KickPresence(p, Utils.BytesToString(reason));
261 }
262 );
263 }
264 break;
265 case 1:
266 if (sp != null)
267 {
268 sp.AllowMovement = false;
269 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
270 m_dialogModule.SendAlertToUser(godID, "User Frozen");
217 } 271 }
272 break;
273 case 2:
274 if (sp != null)
275 {
276 sp.AllowMovement = true;
277 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
278 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
279 }
280 break;
281 default:
282 break;
283 }
284 }
285
286 private void KickPresence(ScenePresence sp, string reason)
287 {
288 if (sp.IsChildAgent)
289 return;
290 sp.ControllingClient.Kick(reason);
291 sp.MakeChildAgent();
292 sp.ControllingClient.Close();
293 }
294
295 private void OnIncomingInstantMessage(GridInstantMessage msg)
296 {
297 if (msg.dialog == (uint)250) // Nonlocal kick
298 {
299 UUID agentID = new UUID(msg.toAgentID);
300 string reason = msg.message;
301 UUID godID = new UUID(msg.fromAgentID);
302 uint kickMode = (uint)msg.binaryBucket[0];
303
304 KickUser(godID, UUID.Zero, agentID, kickMode, Util.StringToBytes1024(reason));
218 } 305 }
219 } 306 }
220 } 307 }
221} \ No newline at end of file 308}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index c33a296..55e30a0 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -27,6 +27,7 @@
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Reflection; 29using System.Reflection;
30using System.Timers;
30using log4net; 31using log4net;
31using Mono.Addins; 32using Mono.Addins;
32using Nini.Config; 33using Nini.Config;
@@ -44,6 +45,10 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
44 private static readonly ILog m_log = LogManager.GetLogger( 45 private static readonly ILog m_log = LogManager.GetLogger(
45 MethodBase.GetCurrentMethod().DeclaringType); 46 MethodBase.GetCurrentMethod().DeclaringType);
46 47
48 private Timer m_logTimer = new Timer(10000);
49 private List<GridInstantMessage> m_logData = new List<GridInstantMessage>();
50 private string m_restUrl;
51
47 /// <value> 52 /// <value>
48 /// Is this module enabled? 53 /// Is this module enabled?
49 /// </value> 54 /// </value>
@@ -63,9 +68,12 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
63 "InstantMessageModule", "InstantMessageModule") != 68 "InstantMessageModule", "InstantMessageModule") !=
64 "InstantMessageModule") 69 "InstantMessageModule")
65 return; 70 return;
71 m_restUrl = config.Configs["Messaging"].GetString("LogURL", String.Empty);
66 } 72 }
67 73
68 m_enabled = true; 74 m_enabled = true;
75 m_logTimer.AutoReset = false;
76 m_logTimer.Elapsed += LogTimerElapsed;
69 } 77 }
70 78
71 public void AddRegion(Scene scene) 79 public void AddRegion(Scene scene)
@@ -150,6 +158,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
150 { 158 {
151 byte dialog = im.dialog; 159 byte dialog = im.dialog;
152 160
161 if (client != null && dialog == (byte)InstantMessageDialog.MessageFromAgent)
162 LogInstantMesssage(im);
163
153 if (dialog != (byte)InstantMessageDialog.MessageFromAgent 164 if (dialog != (byte)InstantMessageDialog.MessageFromAgent
154 && dialog != (byte)InstantMessageDialog.StartTyping 165 && dialog != (byte)InstantMessageDialog.StartTyping
155 && dialog != (byte)InstantMessageDialog.StopTyping 166 && dialog != (byte)InstantMessageDialog.StopTyping
@@ -159,6 +170,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
159 return; 170 return;
160 } 171 }
161 172
173 //DateTime dt = DateTime.UtcNow;
174
175 // Ticks from UtcNow, but make it look like local. Evil, huh?
176 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
177
178 //try
179 //{
180 // // Convert that to the PST timezone
181 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
182 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
183 //}
184 //catch
185 //{
186 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
187 //}
188
189 //// And make it look local again to fool the unix time util
190 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
191
192 // If client is null, this message comes from storage and IS offline
193 if (client != null)
194 im.offline = 0;
195
196 if (im.offline == 0)
197 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
198
162 if (m_TransferModule != null) 199 if (m_TransferModule != null)
163 { 200 {
164 if (client != null) 201 if (client != null)
@@ -202,5 +239,35 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
202 // 239 //
203 OnInstantMessage(null, msg); 240 OnInstantMessage(null, msg);
204 } 241 }
242
243 private void LogInstantMesssage(GridInstantMessage im)
244 {
245 if (m_logData.Count < 20)
246 {
247 // Restart the log write timer
248 m_logTimer.Stop();
249 }
250 if (!m_logTimer.Enabled)
251 m_logTimer.Start();
252
253 lock (m_logData)
254 {
255 m_logData.Add(im);
256 }
257 }
258
259 private void LogTimerElapsed(object source, ElapsedEventArgs e)
260 {
261 lock (m_logData)
262 {
263 if (m_restUrl != String.Empty && m_logData.Count > 0)
264 {
265 bool success = SynchronousRestObjectRequester.MakeRequest<List<GridInstantMessage>, bool>("POST", m_restUrl + "/LogMessages/", m_logData);
266 if (!success)
267 m_log.ErrorFormat("[INSTANT MESSAGE]: Failed to save log data");
268 }
269 m_logData.Clear();
270 }
271 }
205 } 272 }
206} 273}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index fa935cd..1627f6c 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -50,6 +50,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
51 51
52 private bool m_Enabled = false; 52 private bool m_Enabled = false;
53 protected string m_MessageKey = String.Empty;
53 protected List<Scene> m_Scenes = new List<Scene>(); 54 protected List<Scene> m_Scenes = new List<Scene>();
54 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>(); 55 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>();
55 56
@@ -69,14 +70,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
69 public virtual void Initialise(IConfigSource config) 70 public virtual void Initialise(IConfigSource config)
70 { 71 {
71 IConfig cnf = config.Configs["Messaging"]; 72 IConfig cnf = config.Configs["Messaging"];
72 if (cnf != null && cnf.GetString( 73 if (cnf != null)
73 "MessageTransferModule", "MessageTransferModule") !=
74 "MessageTransferModule")
75 { 74 {
76 m_log.Debug("[MESSAGE TRANSFER]: Disabled by configuration"); 75 if (cnf.GetString("MessageTransferModule",
77 return; 76 "MessageTransferModule") != "MessageTransferModule")
78 } 77 {
78 return;
79 }
79 80
81 m_MessageKey = cnf.GetString("MessageKey", String.Empty);
82 }
83 m_log.Debug("[MESSAGE TRANSFER]: Module enabled");
80 m_Enabled = true; 84 m_Enabled = true;
81 } 85 }
82 86
@@ -135,6 +139,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
135 { 139 {
136 UUID toAgentID = new UUID(im.toAgentID); 140 UUID toAgentID = new UUID(im.toAgentID);
137 141
142 if (toAgentID == UUID.Zero)
143 return;
144
138 // Try root avatar only first 145 // Try root avatar only first
139 foreach (Scene scene in m_Scenes) 146 foreach (Scene scene in m_Scenes)
140 { 147 {
@@ -249,6 +256,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
249 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id") 256 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id")
250 && requestData.ContainsKey("binary_bucket")) 257 && requestData.ContainsKey("binary_bucket"))
251 { 258 {
259 if (m_MessageKey != String.Empty)
260 {
261 XmlRpcResponse error_resp = new XmlRpcResponse();
262 Hashtable error_respdata = new Hashtable();
263 error_respdata["success"] = "FALSE";
264 error_resp.Value = error_respdata;
265
266 if (!requestData.Contains("message_key"))
267 return error_resp;
268 if (m_MessageKey != (string)requestData["message_key"])
269 return error_resp;
270 }
271
252 // Do the easy way of validating the UUIDs 272 // Do the easy way of validating the UUIDs
253 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID); 273 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID);
254 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID); 274 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID);
@@ -425,24 +445,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
425 return resp; 445 return resp;
426 } 446 }
427 447
428 /// <summary> 448 private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
429 /// delegate for sending a grid instant message asynchronously
430 /// </summary>
431 public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
432 449
433 protected virtual void GridInstantMessageCompleted(IAsyncResult iar) 450 private class GIM {
434 { 451 public GridInstantMessage im;
435 GridInstantMessageDelegate icon = 452 public MessageResultNotification result;
436 (GridInstantMessageDelegate)iar.AsyncState; 453 };
437 icon.EndInvoke(iar);
438 }
439 454
455 private Queue<GIM> pendingInstantMessages = new Queue<GIM>();
456 private int numInstantMessageThreads = 0;
440 457
441 protected virtual void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result) 458 private void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result)
442 { 459 {
443 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync; 460 lock (pendingInstantMessages) {
461 if (numInstantMessageThreads >= 4) {
462 GIM gim = new GIM();
463 gim.im = im;
464 gim.result = result;
465 pendingInstantMessages.Enqueue(gim);
466 } else {
467 ++ numInstantMessageThreads;
468 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: ++numInstantMessageThreads={0}", numInstantMessageThreads);
469 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsyncMain;
470 d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
471 }
472 }
473 }
444 474
445 d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d); 475 private void GridInstantMessageCompleted(IAsyncResult iar)
476 {
477 GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
478 d.EndInvoke(iar);
446 } 479 }
447 480
448 /// <summary> 481 /// <summary>
@@ -457,8 +490,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
457 /// Pass in 0 the first time this method is called. It will be called recursively with the last 490 /// Pass in 0 the first time this method is called. It will be called recursively with the last
458 /// regionhandle tried 491 /// regionhandle tried
459 /// </param> 492 /// </param>
460 protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID) 493 private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
461 { 494 {
495 GIM gim;
496 do {
497 try {
498 SendGridInstantMessageViaXMLRPCAsync(im, result, UUID.Zero);
499 } catch (Exception e) {
500 m_log.Error("[SendGridInstantMessageViaXMLRPC]: exception " + e.Message);
501 }
502 lock (pendingInstantMessages) {
503 if (pendingInstantMessages.Count > 0) {
504 gim = pendingInstantMessages.Dequeue();
505 im = gim.im;
506 result = gim.result;
507 } else {
508 gim = null;
509 -- numInstantMessageThreads;
510 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: --numInstantMessageThreads={0}", numInstantMessageThreads);
511 }
512 }
513 } while (gim != null);
514 }
515 private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
516 {
517
462 UUID toAgentID = new UUID(im.toAgentID); 518 UUID toAgentID = new UUID(im.toAgentID);
463 519
464 PresenceInfo upd = null; 520 PresenceInfo upd = null;
@@ -525,7 +581,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
525 581
526 if (upd != null) 582 if (upd != null)
527 { 583 {
528 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 584 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
529 upd.RegionID); 585 upd.RegionID);
530 if (reginfo != null) 586 if (reginfo != null)
531 { 587 {
@@ -674,6 +730,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
674 gim["position_z"] = msg.Position.Z.ToString(); 730 gim["position_z"] = msg.Position.Z.ToString();
675 gim["region_id"] = msg.RegionID.ToString(); 731 gim["region_id"] = msg.RegionID.ToString();
676 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 732 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
733 if (m_MessageKey != String.Empty)
734 gim["message_key"] = m_MessageKey;
677 return gim; 735 return gim;
678 } 736 }
679 737
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index 7d763fa..2d46276 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -173,7 +173,11 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
173 173
174 private void RetrieveInstantMessages(IClientAPI client) 174 private void RetrieveInstantMessages(IClientAPI client)
175 { 175 {
176 if (m_RestURL != "") 176 if (m_RestURL == String.Empty)
177 {
178 return;
179 }
180 else
177 { 181 {
178 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId); 182 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId);
179 183
@@ -181,25 +185,28 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
181 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>( 185 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>(
182 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 186 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
183 187
184 if (msglist == null) 188 if (msglist != null)
185 m_log.WarnFormat("[OFFLINE MESSAGING]: WARNING null message list.");
186
187 foreach (GridInstantMessage im in msglist)
188 { 189 {
189 if (im.dialog == (byte)InstantMessageDialog.InventoryOffered) 190 foreach (GridInstantMessage im in msglist)
190 // send it directly or else the item will be given twice
191 client.SendInstantMessage(im);
192 else
193 { 191 {
194 // Send through scene event manager so all modules get a chance 192 if (im.dialog == (byte)InstantMessageDialog.InventoryOffered)
195 // to look at this message before it gets delivered. 193 // send it directly or else the item will be given twice
196 // 194 client.SendInstantMessage(im);
197 // Needed for proper state management for stored group 195 else
198 // invitations 196 {
199 // 197 // Send through scene event manager so all modules get a chance
200 Scene s = FindScene(client.AgentId); 198 // to look at this message before it gets delivered.
201 if (s != null) 199 //
202 s.EventManager.TriggerIncomingInstantMessage(im); 200 // Needed for proper state management for stored group
201 // invitations
202 //
203
204 im.offline = 1;
205
206 Scene s = FindScene(client.AgentId);
207 if (s != null)
208 s.EventManager.TriggerIncomingInstantMessage(im);
209 }
203 } 210 }
204 } 211 }
205 } 212 }
@@ -211,24 +218,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
211 im.dialog != (byte)InstantMessageDialog.MessageFromAgent && 218 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
212 im.dialog != (byte)InstantMessageDialog.GroupNotice && 219 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
213 im.dialog != (byte)InstantMessageDialog.GroupInvitation && 220 im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
214 im.dialog != (byte)InstantMessageDialog.InventoryOffered) 221 im.dialog != (byte)InstantMessageDialog.InventoryOffered &&
222 im.dialog != (byte)InstantMessageDialog.TaskInventoryOffered)
215 { 223 {
216 return; 224 return;
217 } 225 }
218 226
219 if (!m_ForwardOfflineGroupMessages)
220 {
221 if (im.dialog == (byte)InstantMessageDialog.GroupNotice ||
222 im.dialog == (byte)InstantMessageDialog.GroupInvitation)
223 return;
224 }
225
226 Scene scene = FindScene(new UUID(im.fromAgentID)); 227 Scene scene = FindScene(new UUID(im.fromAgentID));
227 if (scene == null) 228 if (scene == null)
228 scene = m_SceneList[0]; 229 scene = m_SceneList[0];
229 230
230 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>( 231 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
231 "POST", m_RestURL+"/SaveMessage/", im); 232 "POST", m_RestURL+"/SaveMessage/?scope=" +
233 scene.RegionInfo.ScopeID.ToString(), im);
232 234
233 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 235 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
234 { 236 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index 5069803..dc2b0e0 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -634,4 +634,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
634 m_assetsLoaded = true; 634 m_assetsLoaded = true;
635 } 635 }
636 } 636 }
637} \ No newline at end of file 637}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
index 849449b..f4f9e2d 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
@@ -519,6 +519,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
519 return null; 519 return null;
520 } 520 }
521 521
522 return account;
523 /*
522 try 524 try
523 { 525 {
524 string encpass = Util.Md5Hash(pass); 526 string encpass = Util.Md5Hash(pass);
@@ -539,6 +541,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
539 m_log.ErrorFormat("[INVENTORY ARCHIVER]: Could not authenticate password, {0}", e.Message); 541 m_log.ErrorFormat("[INVENTORY ARCHIVER]: Could not authenticate password, {0}", e.Message);
540 return null; 542 return null;
541 } 543 }
544 */
542 } 545 }
543 546
544 /// <summary> 547 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index bcb7f42..ae58dfd 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -177,8 +177,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
177 if (im.binaryBucket.Length < 17) // Invalid 177 if (im.binaryBucket.Length < 17) // Invalid
178 return; 178 return;
179 179
180 UUID receipientID = new UUID(im.toAgentID); 180 UUID recipientID = new UUID(im.toAgentID);
181 ScenePresence user = scene.GetScenePresence(receipientID); 181 ScenePresence user = scene.GetScenePresence(recipientID);
182 UUID copyID; 182 UUID copyID;
183 183
184 // First byte is the asset type 184 // First byte is the asset type
@@ -193,7 +193,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
193 folderID, new UUID(im.toAgentID)); 193 folderID, new UUID(im.toAgentID));
194 194
195 InventoryFolderBase folderCopy 195 InventoryFolderBase folderCopy
196 = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); 196 = scene.GiveInventoryFolder(recipientID, client.AgentId, folderID, UUID.Zero);
197 197
198 if (folderCopy == null) 198 if (folderCopy == null)
199 { 199 {
@@ -246,6 +246,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
246 im.imSessionID = itemID.Guid; 246 im.imSessionID = itemID.Guid;
247 } 247 }
248 248
249 im.offline = 0;
250
249 // Send the IM to the recipient. The item is already 251 // Send the IM to the recipient. The item is already
250 // in their inventory, so it will not be lost if 252 // in their inventory, so it will not be lost if
251 // they are offline. 253 // they are offline.
@@ -265,8 +267,42 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
265 }); 267 });
266 } 268 }
267 } 269 }
268 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted) 270 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
271 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
269 { 272 {
273 UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
274 IInventoryService invService = scene.InventoryService;
275
276 // Special case: folder redirect.
277 // RLV uses this
278 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
279 {
280 InventoryFolderBase folder = new InventoryFolderBase(inventoryID, client.AgentId);
281 folder = invService.GetFolder(folder);
282
283 if (folder != null)
284 {
285 if (im.binaryBucket.Length >= 16)
286 {
287 UUID destFolderID = new UUID(im.binaryBucket, 0);
288 if (destFolderID != UUID.Zero)
289 {
290 InventoryFolderBase destFolder = new InventoryFolderBase(destFolderID, client.AgentId);
291 destFolder = invService.GetFolder(destFolder);
292 if (destFolder != null)
293 {
294 if (folder.ParentID != destFolder.ID)
295 {
296 folder.ParentID = destFolder.ID;
297 invService.MoveFolder(folder);
298 client.SendBulkUpdateInventory(folder);
299 }
300 }
301 }
302 }
303 }
304 }
305
270 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); 306 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
271 307
272 if (user != null) // Local 308 if (user != null) // Local
@@ -276,27 +312,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
276 else 312 else
277 { 313 {
278 if (m_TransferModule != null) 314 if (m_TransferModule != null)
279 m_TransferModule.SendInstantMessage(im, delegate(bool success) { 315 m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
280
281 // justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
282 // and is apparently supposed to fix bulk inventory updates after accepting items. But
283 // instead it appears to cause two copies of an accepted folder for the receiving user in
284 // at least some cases. Folder/item update is already done when the offer is made (see code above)
285
286// // Send BulkUpdateInventory
287// IInventoryService invService = scene.InventoryService;
288// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
289//
290// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
291// folder = invService.GetFolder(folder);
292//
293// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
294//
295// // If the user has left the scene by the time the message comes back then we can't send
296// // them the update.
297// if (fromUser != null)
298// fromUser.ControllingClient.SendBulkUpdateInventory(folder);
299 });
300 } 316 }
301 } 317 }
302 318
@@ -409,6 +425,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
409 previousParentFolderID = folder.ParentID; 425 previousParentFolderID = folder.ParentID;
410 folder.ParentID = trashFolder.ID; 426 folder.ParentID = trashFolder.ID;
411 invService.MoveFolder(folder); 427 invService.MoveFolder(folder);
428 client.SendBulkUpdateInventory(folder);
412 } 429 }
413 } 430 }
414 431
@@ -522,22 +539,113 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
522 /// 539 ///
523 /// </summary> 540 /// </summary>
524 /// <param name="msg"></param> 541 /// <param name="msg"></param>
525 private void OnGridInstantMessage(GridInstantMessage msg) 542 private void OnGridInstantMessage(GridInstantMessage im)
526 { 543 {
527 // Check if this is ours to handle 544 // Check if this is ours to handle
528 // 545 //
529 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 546 Scene scene = FindClientScene(new UUID(im.toAgentID));
530 547
531 if (scene == null) 548 if (scene == null)
532 return; 549 return;
533 550
534 // Find agent to deliver to 551 // Find agent to deliver to
535 // 552 //
536 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 553 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
554 if (user == null)
555 return;
556
557 // This requires a little bit of processing because we have to make the
558 // new item visible in the recipient's inventory here
559 //
560 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
561 {
562 if (im.binaryBucket.Length < 17) // Invalid
563 return;
564
565 UUID recipientID = new UUID(im.toAgentID);
566
567 // First byte is the asset type
568 AssetType assetType = (AssetType)im.binaryBucket[0];
569
570 if (AssetType.Folder == assetType)
571 {
572 UUID folderID = new UUID(im.binaryBucket, 1);
537 573
538 // Just forward to local handling 574 InventoryFolderBase given =
539 OnInstantMessage(user.ControllingClient, msg); 575 new InventoryFolderBase(folderID, recipientID);
576 InventoryFolderBase folder =
577 scene.InventoryService.GetFolder(given);
540 578
579 if (folder != null)
580 user.ControllingClient.SendBulkUpdateInventory(folder);
581 }
582 else
583 {
584 UUID itemID = new UUID(im.binaryBucket, 1);
585
586 InventoryItemBase given =
587 new InventoryItemBase(itemID, recipientID);
588 InventoryItemBase item =
589 scene.InventoryService.GetItem(given);
590
591 if (item != null)
592 {
593 user.ControllingClient.SendBulkUpdateInventory(item);
594 }
595 }
596 user.ControllingClient.SendInstantMessage(im);
597 }
598 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryOffered)
599 {
600 if (im.binaryBucket.Length < 1) // Invalid
601 return;
602
603 UUID recipientID = new UUID(im.toAgentID);
604
605 // Bucket is the asset type
606 AssetType assetType = (AssetType)im.binaryBucket[0];
607
608 if (AssetType.Folder == assetType)
609 {
610 UUID folderID = new UUID(im.imSessionID);
611
612 InventoryFolderBase given =
613 new InventoryFolderBase(folderID, recipientID);
614 InventoryFolderBase folder =
615 scene.InventoryService.GetFolder(given);
616
617 if (folder != null)
618 user.ControllingClient.SendBulkUpdateInventory(folder);
619 }
620 else
621 {
622 UUID itemID = new UUID(im.imSessionID);
623
624 InventoryItemBase given =
625 new InventoryItemBase(itemID, recipientID);
626 InventoryItemBase item =
627 scene.InventoryService.GetItem(given);
628
629 if (item != null)
630 {
631 user.ControllingClient.SendBulkUpdateInventory(item);
632 }
633 }
634
635 // Fix up binary bucket since this may be 17 chars long here
636 Byte[] bucket = new Byte[1];
637 bucket[0] = im.binaryBucket[0];
638 im.binaryBucket = bucket;
639
640 user.ControllingClient.SendInstantMessage(im);
641 }
642 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
643 im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
644 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined ||
645 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
646 {
647 user.ControllingClient.SendInstantMessage(im);
648 }
541 } 649 }
542 } 650 }
543} 651}
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
index e4b0cfa..f3adb95 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -163,16 +163,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
163 scene.RegionInfo.RegionHandle, 163 scene.RegionInfo.RegionHandle,
164 (uint)presence.AbsolutePosition.X, 164 (uint)presence.AbsolutePosition.X,
165 (uint)presence.AbsolutePosition.Y, 165 (uint)presence.AbsolutePosition.Y,
166 (uint)Math.Ceiling(presence.AbsolutePosition.Z)); 166 (uint)presence.AbsolutePosition.Z + 2);
167 167
168 m_log.DebugFormat("TP invite with message {0}", message); 168 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
169
170 GridInstantMessage m;
171
172 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
173 {
174 m = new GridInstantMessage(scene, client.AgentId,
175 client.FirstName+" "+client.LastName, targetid,
176 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
177 message, dest, false, presence.AbsolutePosition,
178 new Byte[0], true);
179 }
180 else
181 {
182 m = new GridInstantMessage(scene, client.AgentId,
183 client.FirstName+" "+client.LastName, targetid,
184 (byte)InstantMessageDialog.RequestTeleport, false,
185 message, dest, false, presence.AbsolutePosition,
186 new Byte[0], true);
187 }
169 188
170 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
171 client.FirstName+" "+client.LastName, targetid,
172 (byte)InstantMessageDialog.RequestTeleport, false,
173 message, dest, false, presence.AbsolutePosition,
174 new Byte[0], true);
175
176 if (m_TransferModule != null) 189 if (m_TransferModule != null)
177 { 190 {
178 m_TransferModule.SendInstantMessage(m, 191 m_TransferModule.SendInstantMessage(m,
@@ -207,7 +220,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
207 { 220 {
208 // Forward remote teleport requests 221 // Forward remote teleport requests
209 // 222 //
210 if (msg.dialog != 22) 223 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
224 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
211 return; 225 return;
212 226
213 if (m_TransferModule != null) 227 if (m_TransferModule != null)
diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
index 8329af0..7f30e5a 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -102,7 +102,8 @@ namespace OpenSim.Region.CoreModules.Framework
102 102
103 public void CreateCaps(UUID agentId) 103 public void CreateCaps(UUID agentId)
104 { 104 {
105 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) 105 int flags = m_scene.GetUserFlags(agentId);
106 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
106 return; 107 return;
107 108
108 String capsObjectPath = GetCapsPath(agentId); 109 String capsObjectPath = GetCapsPath(agentId);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 3cb1901..7e72d47 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -148,7 +148,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
148 148
149 protected virtual void OnNewClient(IClientAPI client) 149 protected virtual void OnNewClient(IClientAPI client)
150 { 150 {
151 client.OnTeleportHomeRequest += TeleportHome; 151 client.OnTeleportHomeRequest += TriggerTeleportHome;
152 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 152 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
153 } 153 }
154 154
@@ -222,7 +222,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
222 /// <param name="sp"></param> 222 /// <param name="sp"></param>
223 /// <param name="position"></param> 223 /// <param name="position"></param>
224 /// <param name="lookAt"></param> 224 /// <param name="lookAt"></param>
225 /// <param name="teleportFlags"></param 225 /// <param name="teleportFlags"></param>
226 private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags) 226 private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
227 { 227 {
228 m_log.DebugFormat( 228 m_log.DebugFormat(
@@ -266,11 +266,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
266 position.Z = newPosZ; 266 position.Z = newPosZ;
267 } 267 }
268 268
269 if (sp.Flying)
270 teleportFlags |= (uint)TeleportFlags.IsFlying;
271
269 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring); 272 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
270 273
271 sp.ControllingClient.SendTeleportStart(teleportFlags); 274 sp.ControllingClient.SendTeleportStart(teleportFlags);
272 275
273 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 276 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
277 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
274 sp.Velocity = Vector3.Zero; 278 sp.Velocity = Vector3.Zero;
275 sp.Teleport(position); 279 sp.Teleport(position);
276 280
@@ -446,8 +450,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
446 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 450 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
447 // it's actually doing a lot of work. 451 // it's actually doing a lot of work.
448 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 452 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
449 453 if (endPoint == null || endPoint.Address == null)
450 if (endPoint.Address == null)
451 { 454 {
452 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); 455 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
453 m_entityTransferStateMachine.ResetFromTransit(sp.UUID); 456 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
@@ -487,6 +490,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
487 // both regions 490 // both regions
488 if (sp.ParentID != (uint)0) 491 if (sp.ParentID != (uint)0)
489 sp.StandUp(); 492 sp.StandUp();
493 else if (sp.Flying)
494 teleportFlags |= (uint)TeleportFlags.IsFlying;
490 495
491 // At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to 496 // At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to
492 // the viewer. However, it might mean that the viewer does not see the black teleport screen (untested). 497 // the viewer. However, it might mean that the viewer does not see the black teleport screen (untested).
@@ -664,7 +669,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
664 // 669 //
665 // This sleep can be increased if necessary. However, whilst it's active, 670 // This sleep can be increased if necessary. However, whilst it's active,
666 // an agent cannot teleport back to this region if it has teleported away. 671 // an agent cannot teleport back to this region if it has teleported away.
667 Thread.Sleep(2000); 672 Thread.Sleep(3000);
668 673
669 sp.Scene.IncomingCloseAgent(sp.UUID, false); 674 sp.Scene.IncomingCloseAgent(sp.UUID, false);
670 } 675 }
@@ -804,7 +809,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
804 809
805 #region Teleport Home 810 #region Teleport Home
806 811
807 public virtual void TeleportHome(UUID id, IClientAPI client) 812 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
813 {
814 TeleportHome(id, client);
815 }
816
817 public virtual bool TeleportHome(UUID id, IClientAPI client)
808 { 818 {
809 m_log.DebugFormat( 819 m_log.DebugFormat(
810 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 820 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
@@ -814,12 +824,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
814 824
815 if (uinfo != null) 825 if (uinfo != null)
816 { 826 {
827 if (uinfo.HomeRegionID == UUID.Zero)
828 {
829 // can't find the Home region: Tell viewer and abort
830 client.SendTeleportFailed("You don't have a home position set.");
831 return false;
832 }
817 GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 833 GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
818 if (regionInfo == null) 834 if (regionInfo == null)
819 { 835 {
820 // can't find the Home region: Tell viewer and abort 836 // can't find the Home region: Tell viewer and abort
821 client.SendTeleportFailed("Your home region could not be found."); 837 client.SendTeleportFailed("Your home region could not be found.");
822 return; 838 return false;
823 } 839 }
824 840
825 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})", 841 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})",
@@ -832,10 +848,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
832 } 848 }
833 else 849 else
834 { 850 {
835 m_log.ErrorFormat( 851 // can't find the Home region: Tell viewer and abort
836 "[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}. Cannot send home.", 852 client.SendTeleportFailed("Your home region could not be found.");
837 client.Name, client.AgentId); 853 return false;
838 } 854 }
855 return true;
839 } 856 }
840 857
841 #endregion 858 #endregion
@@ -843,11 +860,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
843 860
844 #region Agent Crossings 861 #region Agent Crossings
845 862
846 public bool Cross(ScenePresence agent, bool isFlying) 863 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
847 { 864 {
848 Scene scene = agent.Scene; 865 version = String.Empty;
849 Vector3 pos = agent.AbsolutePosition; 866 newpos = new Vector3(pos.X, pos.Y, pos.Z);
850 Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
851 uint neighbourx = scene.RegionInfo.RegionLocX; 867 uint neighbourx = scene.RegionInfo.RegionLocX;
852 uint neighboury = scene.RegionInfo.RegionLocY; 868 uint neighboury = scene.RegionInfo.RegionLocY;
853 const float boundaryDistance = 1.7f; 869 const float boundaryDistance = 1.7f;
@@ -868,52 +884,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
868 } 884 }
869 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 885 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
870 { 886 {
871 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 887 neighboury--;
872 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 888 newpos.Y = Constants.RegionSize - enterDistance;
873 {
874 neighboury--;
875 newpos.Y = Constants.RegionSize - enterDistance;
876 }
877 else
878 {
879 agent.IsInTransit = true;
880
881 neighboury = b.TriggerRegionY;
882 neighbourx = b.TriggerRegionX;
883
884 Vector3 newposition = pos;
885 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
886 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
887 agent.ControllingClient.SendAgentAlertMessage(
888 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
889 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
890 return true;
891 }
892 }
893
894 Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
895 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
896 {
897 neighbourx--;
898 newpos.X = Constants.RegionSize - enterDistance;
899 }
900 else
901 {
902 agent.IsInTransit = true;
903
904 neighboury = ba.TriggerRegionY;
905 neighbourx = ba.TriggerRegionX;
906
907 Vector3 newposition = pos;
908 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
909 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
910 agent.ControllingClient.SendAgentAlertMessage(
911 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
912 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
913
914 return true;
915 } 889 }
916 890
891 neighbourx--;
892 newpos.X = Constants.RegionSize - enterDistance;
917 } 893 }
918 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) 894 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
919 { 895 {
@@ -923,26 +899,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
923 899
924 if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 900 if (scene.TestBorderCross(pos + southCross, Cardinals.S))
925 { 901 {
926 Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 902 neighboury--;
927 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) 903 newpos.Y = Constants.RegionSize - enterDistance;
928 {
929 neighboury--;
930 newpos.Y = Constants.RegionSize - enterDistance;
931 }
932 else
933 {
934 agent.IsInTransit = true;
935
936 neighboury = ba.TriggerRegionY;
937 neighbourx = ba.TriggerRegionX;
938 Vector3 newposition = pos;
939 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
940 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
941 agent.ControllingClient.SendAgentAlertMessage(
942 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
943 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
944 return true;
945 }
946 } 904 }
947 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 905 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
948 { 906 {
@@ -954,25 +912,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
954 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 912 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
955 { 913 {
956 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 914 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
957 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 915 neighboury--;
958 { 916 newpos.Y = Constants.RegionSize - enterDistance;
959 neighboury--;
960 newpos.Y = Constants.RegionSize - enterDistance;
961 }
962 else
963 {
964 agent.IsInTransit = true;
965
966 neighboury = b.TriggerRegionY;
967 neighbourx = b.TriggerRegionX;
968 Vector3 newposition = pos;
969 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
970 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
971 agent.ControllingClient.SendAgentAlertMessage(
972 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
973 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
974 return true;
975 }
976 } 917 }
977 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 918 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
978 { 919 {
@@ -1006,19 +947,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1006 } 947 }
1007 */ 948 */
1008 949
1009 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 950 xDest = neighbourx;
951 yDest = neighboury;
1010 952
1011 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); 953 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
1012 954
955 ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
956
1013 ExpiringCache<ulong, DateTime> r; 957 ExpiringCache<ulong, DateTime> r;
1014 DateTime banUntil; 958 DateTime banUntil;
1015 959
1016 if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) 960 if (m_bannedRegions.TryGetValue(agentID, out r))
1017 { 961 {
1018 if (r.TryGetValue(neighbourHandle, out banUntil)) 962 if (r.TryGetValue(neighbourHandle, out banUntil))
1019 { 963 {
1020 if (DateTime.Now < banUntil) 964 if (DateTime.Now < banUntil)
1021 return false; 965 return null;
1022 r.Remove(neighbourHandle); 966 r.Remove(neighbourHandle);
1023 } 967 }
1024 } 968 }
@@ -1030,28 +974,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1030 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 974 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1031 975
1032 string reason; 976 string reason;
1033 string version; 977 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
1034 if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
1035 { 978 {
1036 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
1037 if (r == null) 979 if (r == null)
1038 { 980 {
1039 r = new ExpiringCache<ulong, DateTime>(); 981 r = new ExpiringCache<ulong, DateTime>();
1040 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 982 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
1041 983
1042 m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); 984 m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
1043 } 985 }
1044 else 986 else
1045 { 987 {
1046 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 988 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
1047 } 989 }
990 return null;
991 }
992
993 return neighbourRegion;
994 }
995
996 public bool Cross(ScenePresence agent, bool isFlying)
997 {
998 uint x;
999 uint y;
1000 Vector3 newpos;
1001 string version;
1002
1003 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
1004 if (neighbourRegion == null)
1005 {
1006 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
1048 return false; 1007 return false;
1049 } 1008 }
1050 1009
1051 agent.IsInTransit = true; 1010 agent.IsInTransit = true;
1052 1011
1053 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 1012 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
1054 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 1013 d.BeginInvoke(agent, newpos, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
1055 1014
1056 return true; 1015 return true;
1057 } 1016 }
@@ -1120,44 +1079,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1120 icon.EndInvoke(iar); 1079 icon.EndInvoke(iar);
1121 } 1080 }
1122 1081
1123 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version); 1082 public bool CrossAgentToNewRegionPrep(ScenePresence agent, GridRegion neighbourRegion)
1083 {
1084 if (neighbourRegion == null)
1085 return false;
1086
1087 m_entityTransferStateMachine.SetInTransit(agent.UUID);
1088
1089 agent.RemoveFromPhysicalScene();
1090
1091 return true;
1092 }
1124 1093
1125 /// <summary> 1094 /// <summary>
1126 /// This Closes child agents on neighbouring regions 1095 /// This Closes child agents on neighbouring regions
1127 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 1096 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
1128 /// </summary> 1097 /// </summary>
1129 protected ScenePresence CrossAgentToNewRegionAsync( 1098 public ScenePresence CrossAgentToNewRegionAsync(
1130 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, 1099 ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
1131 bool isFlying, string version) 1100 bool isFlying, string version)
1132 { 1101 {
1133 if (neighbourRegion == null) 1102 if (!CrossAgentToNewRegionPrep(agent, neighbourRegion))
1134 return agent; 1103 return agent;
1135 1104
1136 try 1105 if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying))
1137 { 1106 return agent;
1138 m_entityTransferStateMachine.SetInTransit(agent.UUID);
1139
1140 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
1141
1142 m_log.DebugFormat(
1143 "[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}",
1144 agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
1145
1146 Scene m_scene = agent.Scene;
1147
1148 if (!agent.ValidateAttachments())
1149 m_log.DebugFormat(
1150 "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
1151 agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
1152
1153 pos = pos + agent.Velocity;
1154 Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
1155 1107
1156 agent.RemoveFromPhysicalScene(); 1108 CrossAgentToNewRegionPost(agent, pos, neighbourRegion, isFlying, version);
1109 return agent;
1110 }
1157 1111
1112 public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying)
1113 {
1114 try
1115 {
1158 AgentData cAgent = new AgentData(); 1116 AgentData cAgent = new AgentData();
1159 agent.CopyTo(cAgent); 1117 agent.CopyTo(cAgent);
1160 cAgent.Position = pos; 1118 cAgent.Position = pos + agent.Velocity;
1161 if (isFlying) 1119 if (isFlying)
1162 cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; 1120 cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
1163 1121
@@ -1167,7 +1125,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1167 // Beyond this point, extra cleanup is needed beyond removing transit state 1125 // Beyond this point, extra cleanup is needed beyond removing transit state
1168 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring); 1126 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
1169 1127
1170 if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent)) 1128 if (!agent.Scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
1171 { 1129 {
1172 // region doesn't take it 1130 // region doesn't take it
1173 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); 1131 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
@@ -1176,93 +1134,108 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1176 agent.AddToPhysicalScene(isFlying); 1134 agent.AddToPhysicalScene(isFlying);
1177 m_entityTransferStateMachine.ResetFromTransit(agent.UUID); 1135 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1178 1136
1179 return agent; 1137 return false;
1180 } 1138 }
1181 1139
1182 //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo(); 1140 }
1183 agent.ControllingClient.RequestClientInfo(); 1141 catch (Exception e)
1142 {
1143 m_log.ErrorFormat(
1144 "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}",
1145 agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
1184 1146
1185 //m_log.Debug("BEFORE CROSS"); 1147 // TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
1186 //Scene.DumpChildrenSeeds(UUID); 1148 return false;
1187 //DumpKnownRegions(); 1149 }
1188 string agentcaps;
1189 if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
1190 {
1191 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
1192 neighbourRegion.RegionHandle);
1193 return agent;
1194 }
1195 // No turning back
1196 agent.IsChildAgent = true;
1197 1150
1198 string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); 1151 return true;
1152 }
1199 1153
1200 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 1154 public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
1155 bool isFlying, string version)
1156 {
1157 agent.ControllingClient.RequestClientInfo();
1201 1158
1202 if (m_eqModule != null) 1159 string agentcaps;
1203 { 1160 if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
1204 m_eqModule.CrossRegion( 1161 {
1205 neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint, 1162 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
1206 capsPath, agent.UUID, agent.ControllingClient.SessionId); 1163 neighbourRegion.RegionHandle);
1207 } 1164 return;
1208 else 1165 }
1209 {
1210 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
1211 capsPath);
1212 }
1213 1166
1214 // SUCCESS! 1167 // No turning back
1215 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination); 1168 agent.IsChildAgent = true;
1216 1169
1217 // Unlike a teleport, here we do not wait for the destination region to confirm the receipt. 1170 string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
1218 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
1219 1171
1220 agent.MakeChildAgent(); 1172 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
1173
1174 Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
1175
1176 if (m_eqModule != null)
1177 {
1178 m_eqModule.CrossRegion(
1179 neighbourRegion.RegionHandle, pos + agent.Velocity, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
1180 capsPath, agent.UUID, agent.ControllingClient.SessionId);
1181 }
1182 else
1183 {
1184 agent.ControllingClient.CrossRegion(neighbourRegion.RegionHandle, pos + agent.Velocity, agent.Velocity, neighbourRegion.ExternalEndPoint,
1185 capsPath);
1186 }
1221 1187
1222 // FIXME: Possibly this should occur lower down after other commands to close other agents, 1188 // SUCCESS!
1223 // but not sure yet what the side effects would be. 1189 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
1224 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1225 1190
1226 // now we have a child agent in this region. Request all interesting data about other (root) agents 1191 // Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
1227 agent.SendOtherAgentsAvatarDataToMe(); 1192 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
1228 agent.SendOtherAgentsAppearanceToMe();
1229 1193
1230 // Backwards compatibility. Best effort 1194 agent.MakeChildAgent();
1231 if (version == "Unknown" || version == string.Empty)
1232 {
1233 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
1234 Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
1235 CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
1236 }
1237 1195
1238 // Next, let's close the child agent connections that are too far away. 1196 // FIXME: Possibly this should occur lower down after other commands to close other agents,
1239 agent.CloseChildAgents(neighbourx, neighboury); 1197 // but not sure yet what the side effects would be.
1198 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1240 1199
1241 AgentHasMovedAway(agent, false); 1200 // now we have a child agent in this region. Request all interesting data about other (root) agents
1201 agent.SendOtherAgentsAvatarDataToMe();
1202 agent.SendOtherAgentsAppearanceToMe();
1242 1203
1243// // the user may change their profile information in other region, 1204 // Backwards compatibility. Best effort
1244// // so the userinfo in UserProfileCache is not reliable any more, delete it 1205 if (version == "Unknown" || version == string.Empty)
1245// // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
1246// if (agent.Scene.NeedSceneCacheClear(agent.UUID))
1247// {
1248// m_log.DebugFormat(
1249// "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
1250// }
1251
1252 //m_log.Debug("AFTER CROSS");
1253 //Scene.DumpChildrenSeeds(UUID);
1254 //DumpKnownRegions();
1255 }
1256 catch (Exception e)
1257 { 1206 {
1258 m_log.ErrorFormat( 1207 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
1259 "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}", 1208 Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
1260 agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace); 1209 CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
1261
1262 // TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
1263 } 1210 }
1264 1211
1265 return agent; 1212 // Next, let's close the child agent connections that are too far away.
1213 uint neighbourx;
1214 uint neighboury;
1215
1216 Utils.LongToUInts(neighbourRegion.RegionHandle, out neighbourx, out neighboury);
1217
1218 neighbourx /= Constants.RegionSize;
1219 neighboury /= Constants.RegionSize;
1220
1221 agent.CloseChildAgents(neighbourx, neighboury);
1222
1223 AgentHasMovedAway(agent, false);
1224
1225 // the user may change their profile information in other region,
1226 // so the userinfo in UserProfileCache is not reliable any more, delete it
1227 // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
1228// if (agent.Scene.NeedSceneCacheClear(agent.UUID))
1229// {
1230// m_log.DebugFormat(
1231// "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
1232// }
1233
1234 //m_log.Debug("AFTER CROSS");
1235 //Scene.DumpChildrenSeeds(UUID);
1236 //DumpKnownRegions();
1237
1238 return;
1266 } 1239 }
1267 1240
1268 private void CrossAgentToNewRegionCompleted(IAsyncResult iar) 1241 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
@@ -1333,10 +1306,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1333 agent.Id0 = currentAgentCircuit.Id0; 1306 agent.Id0 = currentAgentCircuit.Id0;
1334 } 1307 }
1335 1308
1336 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1309 IPEndPoint external = region.ExternalEndPoint;
1337 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1310 if (external != null)
1311 {
1312 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1313 d.BeginInvoke(sp, agent, region, external, true,
1338 InformClientOfNeighbourCompleted, 1314 InformClientOfNeighbourCompleted,
1339 d); 1315 d);
1316 }
1340 } 1317 }
1341 #endregion 1318 #endregion
1342 1319
@@ -1917,27 +1894,31 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1917 Utils.LongToUInts(newRegionHandle, out x, out y); 1894 Utils.LongToUInts(newRegionHandle, out x, out y);
1918 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1895 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1919 1896
1920 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) 1897 if (destination != null)
1921 { 1898 {
1922 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); 1899 if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
1900 return; // we did it
1901 }
1923 1902
1924 // We are going to move the object back to the old position so long as the old position 1903 // no one or failed lets go back and tell physics to go on
1925 // is in the region 1904 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
1926 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1); 1905 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
1927 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1); 1906 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
1928 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
1929 1907
1930 grp.RootPart.GroupPosition = oldGroupPosition; 1908 grp.AbsolutePosition = oldGroupPosition;
1909 grp.Velocity = Vector3.Zero;
1931 1910
1932 // Need to turn off the physics flags, otherwise the object will continue to attempt to 1911 if (grp.RootPart.PhysActor != null)
1933 // move out of the region creating an infinite loop of failed attempts to cross 1912 grp.RootPart.PhysActor.CrossingFailure();
1934 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
1935 1913
1936 grp.ScheduleGroupForFullUpdate(); 1914 if (grp.RootPart.KeyframeMotion != null)
1937 } 1915 grp.RootPart.KeyframeMotion.CrossingFailure();
1916
1917 grp.ScheduleGroupForFullUpdate();
1938 } 1918 }
1939 1919
1940 1920
1921
1941 /// <summary> 1922 /// <summary>
1942 /// Move the given scene object into a new region 1923 /// Move the given scene object into a new region
1943 /// </summary> 1924 /// </summary>
@@ -1988,17 +1969,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1988 grp, e); 1969 grp, e);
1989 } 1970 }
1990 } 1971 }
1972/*
1973 * done on caller ( not in attachments crossing for now)
1991 else 1974 else
1992 { 1975 {
1976
1993 if (!grp.IsDeleted) 1977 if (!grp.IsDeleted)
1994 { 1978 {
1995 PhysicsActor pa = grp.RootPart.PhysActor; 1979 PhysicsActor pa = grp.RootPart.PhysActor;
1996 if (pa != null) 1980 if (pa != null)
1981 {
1997 pa.CrossingFailure(); 1982 pa.CrossingFailure();
1983 if (grp.RootPart.KeyframeMotion != null)
1984 {
1985 // moved to KeyframeMotion.CrossingFailure
1986// grp.RootPart.Velocity = Vector3.Zero;
1987 grp.RootPart.KeyframeMotion.CrossingFailure();
1988// grp.SendGroupRootTerseUpdate();
1989 }
1990 }
1998 } 1991 }
1999 1992
2000 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp); 1993 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
2001 } 1994 }
1995 */
2002 } 1996 }
2003 else 1997 else
2004 { 1998 {
@@ -2083,4 +2077,4 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2083 #endregion 2077 #endregion
2084 2078
2085 } 2079 }
2086} \ No newline at end of file 2080}
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs
index d0cab49..70dd1bc 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs
@@ -218,7 +218,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
218 id, m_mod.Scene.RegionInfo.RegionName, currentState)); 218 id, m_mod.Scene.RegionInfo.RegionName, currentState));
219 } 219 }
220 220
221 int count = 200; 221 int count = 400;
222 222
223 // There should be no race condition here since no other code should be removing the agent transfer or 223 // There should be no race condition here since no other code should be removing the agent transfer or
224 // changing the state to another other than Transferring => ReceivedAtDestination. 224 // changing the state to another other than Transferring => ReceivedAtDestination.
@@ -266,4 +266,4 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
266 } 266 }
267 } 267 }
268 } 268 }
269} \ No newline at end of file 269}
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 41ca13b..f3a0b01 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -184,7 +184,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
184 184
185 protected override void OnNewClient(IClientAPI client) 185 protected override void OnNewClient(IClientAPI client)
186 { 186 {
187 client.OnTeleportHomeRequest += TeleportHome; 187 client.OnTeleportHomeRequest += TriggerTeleportHome;
188 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 188 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
189 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 189 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
190 } 190 }
@@ -291,6 +291,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
291 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout); 291 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout);
292 } 292 }
293 293
294 public void TriggerTeleportHome(UUID id, IClientAPI client)
295 {
296 TeleportHome(id, client);
297 }
298
294 protected override bool ValidateGenericConditions(ScenePresence sp, GridRegion reg, GridRegion finalDestination, uint teleportFlags, out string reason) 299 protected override bool ValidateGenericConditions(ScenePresence sp, GridRegion reg, GridRegion finalDestination, uint teleportFlags, out string reason)
295 { 300 {
296 reason = "Please wear your grid's allowed appearance before teleporting to another grid"; 301 reason = "Please wear your grid's allowed appearance before teleporting to another grid";
@@ -409,7 +414,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
409 // return base.UpdateAgent(reg, finalDestination, agentData, sp); 414 // return base.UpdateAgent(reg, finalDestination, agentData, sp);
410 //} 415 //}
411 416
412 public override void TeleportHome(UUID id, IClientAPI client) 417 public override bool TeleportHome(UUID id, IClientAPI client)
413 { 418 {
414 m_log.DebugFormat( 419 m_log.DebugFormat(
415 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 420 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
@@ -420,8 +425,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
420 { 425 {
421 // local grid user 426 // local grid user
422 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 427 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
423 base.TeleportHome(id, client); 428 return base.TeleportHome(id, client);
424 return;
425 } 429 }
426 430
427 // Foreign user wants to go home 431 // Foreign user wants to go home
@@ -431,7 +435,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
431 { 435 {
432 client.SendTeleportFailed("Your information has been lost"); 436 client.SendTeleportFailed("Your information has been lost");
433 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 437 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
434 return; 438 return false;
435 } 439 }
436 440
437 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 441 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -441,7 +445,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
441 { 445 {
442 client.SendTeleportFailed("Your home region could not be found"); 446 client.SendTeleportFailed("Your home region could not be found");
443 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 447 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
444 return; 448 return false;
445 } 449 }
446 450
447 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 451 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -449,7 +453,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
449 { 453 {
450 client.SendTeleportFailed("Internal error"); 454 client.SendTeleportFailed("Internal error");
451 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 455 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
452 return; 456 return false;
453 } 457 }
454 458
455 GridRegion homeGatekeeper = MakeRegion(aCircuit); 459 GridRegion homeGatekeeper = MakeRegion(aCircuit);
@@ -457,9 +461,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
457 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}", 461 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}",
458 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName); 462 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
459 463
460 DoTeleport( 464 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
461 sp, homeGatekeeper, finalDestination, 465 return true;
462 position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
463 } 466 }
464 467
465 /// <summary> 468 /// <summary>
@@ -586,4 +589,4 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
586 return region; 589 return region;
587 } 590 }
588 } 591 }
589} \ No newline at end of file 592}
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 8b7c16e..6e5a4a5 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -182,44 +182,49 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
182 if (!m_Scene.Permissions.CanCreateUserInventory(invType, remoteClient.AgentId)) 182 if (!m_Scene.Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
183 return; 183 return;
184 184
185 if (transactionID == UUID.Zero) 185 InventoryFolderBase f = new InventoryFolderBase(folderID, remoteClient.AgentId);
186 InventoryFolderBase folder = m_Scene.InventoryService.GetFolder(f);
187
188 if (folder == null || folder.Owner != remoteClient.AgentId)
189 return;
190
191 if (transactionID != UUID.Zero)
186 { 192 {
187 ScenePresence presence; 193 IAgentAssetTransactions agentTransactions = m_Scene.AgentTransactionsModule;
188 if (m_Scene.TryGetScenePresence(remoteClient.AgentId, out presence)) 194 if (agentTransactions != null)
189 { 195 {
190 byte[] data = null; 196 if (agentTransactions.HandleItemCreationFromTransaction(
197 remoteClient, transactionID, folderID, callbackID, description,
198 name, invType, assetType, wearableType, nextOwnerMask))
199 return;
200 }
201 }
191 202
192 if (invType == (sbyte)InventoryType.Landmark && presence != null) 203 ScenePresence presence;
193 { 204 if (m_Scene.TryGetScenePresence(remoteClient.AgentId, out presence))
194 string suffix = string.Empty, prefix = string.Empty; 205 {
195 string strdata = GenerateLandmark(presence, out prefix, out suffix); 206 byte[] data = null;
196 data = Encoding.ASCII.GetBytes(strdata);
197 name = prefix + name;
198 description += suffix;
199 }
200 207
201 AssetBase asset = m_Scene.CreateAsset(name, description, assetType, data, remoteClient.AgentId); 208 if (invType == (sbyte)InventoryType.Landmark && presence != null)
202 m_Scene.AssetService.Store(asset);
203 m_Scene.CreateNewInventoryItem(
204 remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
205 name, description, 0, callbackID, asset, invType, nextOwnerMask, creationDate);
206 }
207 else
208 { 209 {
209 m_log.ErrorFormat( 210 string suffix = string.Empty, prefix = string.Empty;
210 "[INVENTORY ACCESS MODULE]: ScenePresence for agent uuid {0} unexpectedly not found in CreateNewInventoryItem", 211 string strdata = GenerateLandmark(presence, out prefix, out suffix);
211 remoteClient.AgentId); 212 data = Encoding.ASCII.GetBytes(strdata);
213 name = prefix + name;
214 description += suffix;
212 } 215 }
216
217 AssetBase asset = m_Scene.CreateAsset(name, description, assetType, data, remoteClient.AgentId);
218 m_Scene.AssetService.Store(asset);
219 m_Scene.CreateNewInventoryItem(
220 remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
221 name, description, 0, callbackID, asset, invType, nextOwnerMask, creationDate,transactionID);
213 } 222 }
214 else 223 else
215 { 224 {
216 IAgentAssetTransactions agentTransactions = m_Scene.AgentTransactionsModule; 225 m_log.ErrorFormat(
217 if (agentTransactions != null) 226 "[INVENTORY ACCESS MODULE]: ScenePresence for agent uuid {0} unexpectedly not found in CreateNewInventoryItem",
218 { 227 remoteClient.AgentId);
219 agentTransactions.HandleItemCreationFromTransaction(
220 remoteClient, transactionID, folderID, callbackID, description,
221 name, invType, assetType, wearableType, nextOwnerMask);
222 }
223 } 228 }
224 } 229 }
225 230
@@ -356,6 +361,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
356 361
357 foreach (SceneObjectGroup objectGroup in objlist) 362 foreach (SceneObjectGroup objectGroup in objlist)
358 { 363 {
364 if (objectGroup.RootPart.KeyframeMotion != null)
365 objectGroup.RootPart.KeyframeMotion.Stop();
366 objectGroup.RootPart.SetForce(Vector3.Zero);
367 objectGroup.RootPart.SetAngularImpulse(Vector3.Zero, false);
368 objectGroup.RootPart.KeyframeMotion = null;
369
359 Vector3 inventoryStoredPosition = new Vector3 370 Vector3 inventoryStoredPosition = new Vector3
360 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) 371 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
361 ? 250 372 ? 250
@@ -366,9 +377,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
366 : objectGroup.AbsolutePosition.Y, 377 : objectGroup.AbsolutePosition.Y,
367 objectGroup.AbsolutePosition.Z); 378 objectGroup.AbsolutePosition.Z);
368 379
380 Quaternion inventoryStoredRotation = objectGroup.GroupRotation;
369 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; 381 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
370 382
383 // Restore attachment data after trip through the sim
384 if (objectGroup.RootPart.AttachPoint > 0)
385 {
386 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
387 inventoryStoredRotation = objectGroup.RootPart.AttachRotation;
388 }
389 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
390
371 objectGroup.AbsolutePosition = inventoryStoredPosition; 391 objectGroup.AbsolutePosition = inventoryStoredPosition;
392 objectGroup.RootPart.RotationOffset = inventoryStoredRotation;
372 393
373 // Make sure all bits but the ones we want are clear 394 // Make sure all bits but the ones we want are clear
374 // on take. 395 // on take.
@@ -486,8 +507,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
486 IClientAPI remoteClient) 507 IClientAPI remoteClient)
487 { 508 {
488 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; 509 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
510 // For the porposes of inventory, an object is modify if the prims
511 // are modify. This allows renaming an object that contains no
512 // mod items.
489 foreach (SceneObjectGroup grp in objsForEffectivePermissions) 513 foreach (SceneObjectGroup grp in objsForEffectivePermissions)
490 effectivePerms &= grp.GetEffectivePermissions(); 514 {
515 uint groupPerms = grp.GetEffectivePermissions(true);
516 if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0)
517 groupPerms |= (uint)PermissionMask.Modify;
518
519 effectivePerms &= groupPerms;
520 }
491 effectivePerms |= (uint)PermissionMask.Move; 521 effectivePerms |= (uint)PermissionMask.Move;
492 522
493 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 523 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
@@ -666,7 +696,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
666 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) 696 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
667 { 697 {
668 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID); 698 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID);
669 folder = m_Scene.InventoryService.GetFolder(f); 699 if (f != null)
700 folder = m_Scene.InventoryService.GetFolder(f);
670 } 701 }
671 } 702 }
672 703
@@ -696,16 +727,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
696 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 727 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
697 { 728 {
698// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 729// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
699
700 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 730 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
701 item = m_Scene.InventoryService.GetItem(item); 731 item = m_Scene.InventoryService.GetItem(item);
702 732
703 if (item == null) 733 if (item == null)
704 { 734 {
705 m_log.WarnFormat(
706 "[INVENTORY ACCESS MODULE]: Could not find item {0} for {1} in RezObject()",
707 itemID, remoteClient.Name);
708
709 return null; 735 return null;
710 } 736 }
711 737
@@ -756,6 +782,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
756 if (e == null || attachment) // Single 782 if (e == null || attachment) // Single
757 { 783 {
758 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 784 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
785 if (!attachment)
786 {
787 g.RootPart.AttachPoint = g.RootPart.Shape.State;
788 g.RootPart.AttachOffset = g.AbsolutePosition;
789 g.RootPart.AttachRotation = g.GroupRotation;
790 g.RootPart.Shape.State = 0;
791 }
759 792
760 objlist.Add(g); 793 objlist.Add(g);
761 veclist.Add(new Vector3(0, 0, 0)); 794 veclist.Add(new Vector3(0, 0, 0));
@@ -785,6 +818,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
785 foreach (XmlNode n in groups) 818 foreach (XmlNode n in groups)
786 { 819 {
787 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 820 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
821 g.RootPart.AttachPoint = g.RootPart.Shape.State;
822 g.RootPart.AttachOffset = g.AbsolutePosition;
823 g.RootPart.AttachRotation = g.GroupRotation;
824 g.RootPart.Shape.State = 0;
788 825
789 objlist.Add(g); 826 objlist.Add(g);
790 XmlElement el = (XmlElement)n; 827 XmlElement el = (XmlElement)n;
@@ -804,12 +841,35 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
804 } 841 }
805 } 842 }
806 843
844 int primcount = 0;
845 foreach (SceneObjectGroup g in objlist)
846 primcount += g.PrimCount;
847
848 if (!m_Scene.Permissions.CanRezObject(
849 primcount, remoteClient.AgentId, pos)
850 && !attachment)
851 {
852 // The client operates in no fail mode. It will
853 // have already removed the item from the folder
854 // if it's no copy.
855 // Put it back if it's not an attachment
856 //
857 if (item != null)
858 {
859 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
860 remoteClient.SendBulkUpdateInventory(item);
861 }
862
863 return null;
864 }
865
807 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 866 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
808 return null; 867 return null;
809 868
810 for (int i = 0; i < objlist.Count; i++) 869 for (int i = 0; i < objlist.Count; i++)
811 { 870 {
812 group = objlist[i]; 871 group = objlist[i];
872 SceneObjectPart rootPart = group.RootPart;
813 873
814// m_log.DebugFormat( 874// m_log.DebugFormat(
815// "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", 875// "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
@@ -870,8 +930,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
870 930
871 if (!attachment) 931 if (!attachment)
872 { 932 {
873 SceneObjectPart rootPart = group.RootPart;
874
875 if (rootPart.Shape.PCode == (byte)PCode.Prim) 933 if (rootPart.Shape.PCode == (byte)PCode.Prim)
876 group.ClearPartAttachmentData(); 934 group.ClearPartAttachmentData();
877 935
@@ -889,6 +947,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
889// remoteClient.Name); 947// remoteClient.Name);
890 } 948 }
891 949
950 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
951
892 if (item != null) 952 if (item != null)
893 DoPostRezWhenFromItem(item, attachment); 953 DoPostRezWhenFromItem(item, attachment);
894 954
@@ -967,8 +1027,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
967 { 1027 {
968 rootPart.Name = item.Name; 1028 rootPart.Name = item.Name;
969 rootPart.Description = item.Description; 1029 rootPart.Description = item.Description;
970 rootPart.ObjectSaleType = item.SaleType; 1030 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
971 rootPart.SalePrice = item.SalePrice; 1031 {
1032 rootPart.ObjectSaleType = item.SaleType;
1033 rootPart.SalePrice = item.SalePrice;
1034 }
972 } 1035 }
973 1036
974 so.FromFolderID = item.Folder; 1037 so.FromFolderID = item.Folder;
@@ -978,7 +1041,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
978// rootPart.OwnerID, item.Owner, item.CurrentPermissions); 1041// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
979 1042
980 if ((rootPart.OwnerID != item.Owner) || 1043 if ((rootPart.OwnerID != item.Owner) ||
981 (item.CurrentPermissions & 16) != 0) 1044 (item.CurrentPermissions & 16) != 0 ||
1045 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
982 { 1046 {
983 //Need to kill the for sale here 1047 //Need to kill the for sale here
984 rootPart.ObjectSaleType = 0; 1048 rootPart.ObjectSaleType = 0;
@@ -988,31 +1052,43 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
988 { 1052 {
989 foreach (SceneObjectPart part in so.Parts) 1053 foreach (SceneObjectPart part in so.Parts)
990 { 1054 {
991 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
992 {
993 part.EveryoneMask = item.EveryOnePermissions;
994 part.NextOwnerMask = item.NextPermissions;
995 }
996 part.GroupMask = 0; // DO NOT propagate here 1055 part.GroupMask = 0; // DO NOT propagate here
1056
1057 part.LastOwnerID = part.OwnerID;
1058 part.OwnerID = item.Owner;
1059 part.Inventory.ChangeInventoryOwner(item.Owner);
997 } 1060 }
998 1061
999 so.ApplyNextOwnerPermissions(); 1062 so.ApplyNextOwnerPermissions();
1063
1064 // In case the user has changed flags on a received item
1065 // we have to apply those changes after the slam. Else we
1066 // get a net loss of permissions
1067 foreach (SceneObjectPart part in so.Parts)
1068 {
1069 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1070 {
1071 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1072 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
1073 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1074 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1075 }
1076 }
1000 } 1077 }
1001 } 1078 }
1002 1079 else
1003 foreach (SceneObjectPart part in so.Parts)
1004 { 1080 {
1005 part.FromUserInventoryItemID = fromUserInventoryItemId; 1081 foreach (SceneObjectPart part in so.Parts)
1006
1007 if ((part.OwnerID != item.Owner) ||
1008 (item.CurrentPermissions & 16) != 0)
1009 { 1082 {
1010 part.Inventory.ChangeInventoryOwner(item.Owner); 1083 part.FromUserInventoryItemID = fromUserInventoryItemId;
1011 part.GroupMask = 0; // DO NOT propagate here 1084
1085 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1086 part.EveryoneMask = item.EveryOnePermissions;
1087 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1088 part.NextOwnerMask = item.NextPermissions;
1089 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
1090 part.GroupMask = item.GroupPermissions;
1012 } 1091 }
1013
1014 part.EveryoneMask = item.EveryOnePermissions;
1015 part.NextOwnerMask = item.NextPermissions;
1016 } 1092 }
1017 1093
1018 rootPart.TrimPermissions(); 1094 rootPart.TrimPermissions();
@@ -1150,4 +1226,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1150 1226
1151 #endregion 1227 #endregion
1152 } 1228 }
1153} \ No newline at end of file 1229}
diff --git a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs
index e0921ad..ec94420 100644
--- a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs
@@ -92,9 +92,9 @@ namespace OpenSim.Region.CoreModules.Hypergrid
92 } 92 }
93 } 93 }
94 94
95 protected override List<MapBlockData> GetAndSendBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag) 95 protected override List<MapBlockData> GetAndSendBlocksInternal(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag)
96 { 96 {
97 List<MapBlockData> mapBlocks = base.GetAndSendBlocks(remoteClient, minX, minY, maxX, maxY, flag); 97 List<MapBlockData> mapBlocks = base.GetAndSendBlocksInternal(remoteClient, minX, minY, maxX, maxY, flag);
98 lock (m_SeenMapBlocks) 98 lock (m_SeenMapBlocks)
99 { 99 {
100 if (!m_SeenMapBlocks.ContainsKey(remoteClient.AgentId)) 100 if (!m_SeenMapBlocks.ContainsKey(remoteClient.AgentId))
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index a676971..a0ae203 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -398,6 +398,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
398 try 398 try
399 { 399 {
400 Request = (HttpWebRequest) WebRequest.Create(Url); 400 Request = (HttpWebRequest) WebRequest.Create(Url);
401
402 //This works around some buggy HTTP Servers like Lighttpd
403 Request.ServicePoint.Expect100Continue = false;
404
401 Request.Method = HttpMethod; 405 Request.Method = HttpMethod;
402 Request.ContentType = HttpMIMEType; 406 Request.ContentType = HttpMIMEType;
403 407
@@ -474,15 +478,36 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
474 478
475 // continue building the string 479 // continue building the string
476 sb.Append(tempString); 480 sb.Append(tempString);
481 if (sb.Length > 2048)
482 break;
477 } 483 }
478 } while (count > 0); // any more data to read? 484 } while (count > 0); // any more data to read?
479 485
480 ResponseBody = sb.ToString(); 486 ResponseBody = sb.ToString().Replace("\r", "");
481 } 487 }
482 catch (Exception e) 488 catch (Exception e)
483 { 489 {
484 Status = (int)OSHttpStatusCode.ClientErrorJoker; 490 if (e is WebException && ((WebException)e).Status == WebExceptionStatus.ProtocolError)
485 ResponseBody = e.Message; 491 {
492 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response;
493 Status = (int)webRsp.StatusCode;
494 try
495 {
496 using (Stream responseStream = webRsp.GetResponseStream())
497 {
498 ResponseBody = responseStream.GetStreamString();
499 }
500 }
501 catch
502 {
503 ResponseBody = webRsp.StatusDescription;
504 }
505 }
506 else
507 {
508 Status = (int)OSHttpStatusCode.ClientErrorJoker;
509 ResponseBody = e.Message;
510 }
486 511
487 _finished = true; 512 _finished = true;
488 return; 513 return;
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index a654477..da59eab 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -42,39 +42,13 @@ using OpenSim.Region.Framework.Scenes;
42 42
43namespace OpenSim.Region.CoreModules.Scripting.LSLHttp 43namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
44{ 44{
45 /// <summary>
46 /// Data describing an external URL set up by a script.
47 /// </summary>
48 public class UrlData 45 public class UrlData
49 { 46 {
50 /// <summary>
51 /// Scene object part hosting the script
52 /// </summary>
53 public UUID hostID; 47 public UUID hostID;
54
55 /// <summary>
56 /// The item ID of the script that requested the URL.
57 /// </summary>
58 public UUID itemID; 48 public UUID itemID;
59
60 /// <summary>
61 /// The script engine that runs the script.
62 /// </summary>
63 public IScriptModule engine; 49 public IScriptModule engine;
64
65 /// <summary>
66 /// The generated URL.
67 /// </summary>
68 public string url; 50 public string url;
69
70 /// <summary>
71 /// The random UUID component of the generated URL.
72 /// </summary>
73 public UUID urlcode; 51 public UUID urlcode;
74
75 /// <summary>
76 /// The external requests currently being processed or awaiting retrieval for this URL.
77 /// </summary>
78 public Dictionary<UUID, RequestData> requests; 52 public Dictionary<UUID, RequestData> requests;
79 } 53 }
80 54
@@ -89,6 +63,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
89 //public ManualResetEvent ev; 63 //public ManualResetEvent ev;
90 public bool requestDone; 64 public bool requestDone;
91 public int startTime; 65 public int startTime;
66 public bool responseSent;
92 public string uri; 67 public string uri;
93 } 68 }
94 69
@@ -102,25 +77,16 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
102 LogManager.GetLogger( 77 LogManager.GetLogger(
103 MethodBase.GetCurrentMethod().DeclaringType); 78 MethodBase.GetCurrentMethod().DeclaringType);
104 79
105 /// <summary> 80 private Dictionary<UUID, UrlData> m_RequestMap =
106 /// Indexs the URL request metadata (which script requested it, outstanding requests, etc.) by the request ID 81 new Dictionary<UUID, UrlData>();
107 /// randomly generated when a request is received for this URL.
108 /// </summary>
109 /// <remarks>
110 /// Manipulation or retrieval from this dictionary must be locked on m_UrlMap to preserve consistency with
111 /// m_UrlMap
112 /// </remarks>
113 private Dictionary<UUID, UrlData> m_RequestMap = new Dictionary<UUID, UrlData>();
114 82
115 /// <summary> 83 private Dictionary<string, UrlData> m_UrlMap =
116 /// Indexs the URL request metadata (which script requested it, outstanding requests, etc.) by the full URL 84 new Dictionary<string, UrlData>();
117 /// </summary>
118 private Dictionary<string, UrlData> m_UrlMap = new Dictionary<string, UrlData>();
119 85
120 /// <summary> 86 /// <summary>
121 /// Maximum number of external urls that can be set up by this module. 87 /// Maximum number of external urls that can be set up by this module.
122 /// </summary> 88 /// </summary>
123 private int m_TotalUrls = 100; 89 private int m_TotalUrls = 15000;
124 90
125 private uint https_port = 0; 91 private uint https_port = 0;
126 private IHttpServer m_HttpServer = null; 92 private IHttpServer m_HttpServer = null;
@@ -146,9 +112,10 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
146 { 112 {
147 m_ExternalHostNameForLSL = config.Configs["Network"].GetString("ExternalHostNameForLSL", System.Environment.MachineName); 113 m_ExternalHostNameForLSL = config.Configs["Network"].GetString("ExternalHostNameForLSL", System.Environment.MachineName);
148 bool ssl_enabled = config.Configs["Network"].GetBoolean("https_listener",false); 114 bool ssl_enabled = config.Configs["Network"].GetBoolean("https_listener",false);
149
150 if (ssl_enabled) 115 if (ssl_enabled)
116 {
151 https_port = (uint) config.Configs["Network"].GetInt("https_port",0); 117 https_port = (uint) config.Configs["Network"].GetInt("https_port",0);
118 }
152 119
153 IConfig llFunctionsConfig = config.Configs["LL-Functions"]; 120 IConfig llFunctionsConfig = config.Configs["LL-Functions"];
154 121
@@ -209,7 +176,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
209 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 176 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
210 return urlcode; 177 return urlcode;
211 } 178 }
212 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 179 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
213 180
214 UrlData urlData = new UrlData(); 181 UrlData urlData = new UrlData();
215 urlData.hostID = host.UUID; 182 urlData.hostID = host.UUID;
@@ -218,18 +185,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
218 urlData.url = url; 185 urlData.url = url;
219 urlData.urlcode = urlcode; 186 urlData.urlcode = urlcode;
220 urlData.requests = new Dictionary<UUID, RequestData>(); 187 urlData.requests = new Dictionary<UUID, RequestData>();
221 188
222 m_UrlMap[url] = urlData; 189 m_UrlMap[url] = urlData;
223 190
224 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 191 string uri = "/lslhttp/" + urlcode.ToString();
225 192
226 m_HttpServer.AddPollServiceHTTPHandler( 193 PollServiceEventArgs args = new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode, 25000);
227 uri, 194 args.Type = PollServiceEventArgs.EventType.LslHttp;
228 new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode)); 195 m_HttpServer.AddPollServiceHTTPHandler(uri, args);
229 196
230 m_log.DebugFormat( 197// m_log.DebugFormat(
231 "[URL MODULE]: Set up incoming request url {0} for {1} in {2} {3}", 198// "[URL MODULE]: Set up incoming request url {0} for {1} in {2} {3}",
232 uri, itemID, host.Name, host.LocalId); 199// uri, itemID, host.Name, host.LocalId);
233 200
234 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_GRANTED", url }); 201 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_GRANTED", url });
235 } 202 }
@@ -254,7 +221,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
254 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 221 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
255 return urlcode; 222 return urlcode;
256 } 223 }
257 string url = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + "/lslhttps/" + urlcode.ToString() + "/"; 224 string url = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + "/lslhttps/" + urlcode.ToString();
258 225
259 UrlData urlData = new UrlData(); 226 UrlData urlData = new UrlData();
260 urlData.hostID = host.UUID; 227 urlData.hostID = host.UUID;
@@ -264,17 +231,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
264 urlData.urlcode = urlcode; 231 urlData.urlcode = urlcode;
265 urlData.requests = new Dictionary<UUID, RequestData>(); 232 urlData.requests = new Dictionary<UUID, RequestData>();
266 233
234
267 m_UrlMap[url] = urlData; 235 m_UrlMap[url] = urlData;
268 236
269 string uri = "/lslhttps/" + urlcode.ToString() + "/"; 237 string uri = "/lslhttps/" + urlcode.ToString();
270 238
271 m_HttpsServer.AddPollServiceHTTPHandler( 239 PollServiceEventArgs args = new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode, 25000);
272 uri, 240 args.Type = PollServiceEventArgs.EventType.LslHttp;
273 new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode)); 241 m_HttpsServer.AddPollServiceHTTPHandler(uri, args);
274 242
275 m_log.DebugFormat( 243// m_log.DebugFormat(
276 "[URL MODULE]: Set up incoming secure request url {0} for {1} in {2} {3}", 244// "[URL MODULE]: Set up incoming secure request url {0} for {1} in {2} {3}",
277 uri, itemID, host.Name, host.LocalId); 245// uri, itemID, host.Name, host.LocalId);
278 246
279 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_GRANTED", url }); 247 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_GRANTED", url });
280 } 248 }
@@ -293,12 +261,15 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
293 return; 261 return;
294 } 262 }
295 263
296 foreach (UUID req in data.requests.Keys) 264 lock (m_RequestMap)
297 m_RequestMap.Remove(req); 265 {
298 266 foreach (UUID req in data.requests.Keys)
299 m_log.DebugFormat( 267 m_RequestMap.Remove(req);
300 "[URL MODULE]: Releasing url {0} for {1} in {2}", 268 }
301 url, data.itemID, data.hostID); 269
270// m_log.DebugFormat(
271// "[URL MODULE]: Releasing url {0} for {1} in {2}",
272// url, data.itemID, data.hostID);
302 273
303 RemoveUrl(data); 274 RemoveUrl(data);
304 m_UrlMap.Remove(url); 275 m_UrlMap.Remove(url);
@@ -323,15 +294,19 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
323 294
324 public void HttpResponse(UUID request, int status, string body) 295 public void HttpResponse(UUID request, int status, string body)
325 { 296 {
326 lock (m_UrlMap) 297 lock (m_RequestMap)
327 { 298 {
328 if (m_RequestMap.ContainsKey(request)) 299 if (m_RequestMap.ContainsKey(request))
329 { 300 {
330 UrlData urlData = m_RequestMap[request]; 301 UrlData urlData = m_RequestMap[request];
331 urlData.requests[request].responseCode = status; 302 if (!urlData.requests[request].responseSent)
332 urlData.requests[request].responseBody = body; 303 {
333 //urlData.requests[request].ev.Set(); 304 urlData.requests[request].responseCode = status;
334 urlData.requests[request].requestDone =true; 305 urlData.requests[request].responseBody = body;
306 //urlData.requests[request].ev.Set();
307 urlData.requests[request].requestDone = true;
308 urlData.requests[request].responseSent = true;
309 }
335 } 310 }
336 else 311 else
337 { 312 {
@@ -342,7 +317,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
342 317
343 public string GetHttpHeader(UUID requestId, string header) 318 public string GetHttpHeader(UUID requestId, string header)
344 { 319 {
345 lock (m_UrlMap) 320 lock (m_RequestMap)
346 { 321 {
347 if (m_RequestMap.ContainsKey(requestId)) 322 if (m_RequestMap.ContainsKey(requestId))
348 { 323 {
@@ -356,14 +331,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
356 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 331 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
357 } 332 }
358 } 333 }
359
360 return String.Empty; 334 return String.Empty;
361 } 335 }
362 336
363 public int GetFreeUrls() 337 public int GetFreeUrls()
364 { 338 {
365 lock (m_UrlMap) 339 return m_TotalUrls - m_UrlMap.Count;
366 return m_TotalUrls - m_UrlMap.Count;
367 } 340 }
368 341
369 public void ScriptRemoved(UUID itemID) 342 public void ScriptRemoved(UUID itemID)
@@ -380,8 +353,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
380 { 353 {
381 RemoveUrl(url.Value); 354 RemoveUrl(url.Value);
382 removeURLs.Add(url.Key); 355 removeURLs.Add(url.Key);
383 foreach (UUID req in url.Value.requests.Keys) 356 lock (m_RequestMap)
384 m_RequestMap.Remove(req); 357 {
358 foreach (UUID req in url.Value.requests.Keys)
359 m_RequestMap.Remove(req);
360 }
385 } 361 }
386 } 362 }
387 363
@@ -402,9 +378,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
402 { 378 {
403 RemoveUrl(url.Value); 379 RemoveUrl(url.Value);
404 removeURLs.Add(url.Key); 380 removeURLs.Add(url.Key);
405 381 lock (m_RequestMap)
406 foreach (UUID req in url.Value.requests.Keys) 382 {
407 m_RequestMap.Remove(req); 383 foreach (UUID req in url.Value.requests.Keys)
384 m_RequestMap.Remove(req);
385 }
408 } 386 }
409 } 387 }
410 388
@@ -413,123 +391,125 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
413 } 391 }
414 } 392 }
415 393
394
416 private void RemoveUrl(UrlData data) 395 private void RemoveUrl(UrlData data)
417 { 396 {
418 m_HttpServer.RemoveHTTPHandler("", "/lslhttp/" + data.urlcode.ToString() + "/"); 397 m_HttpServer.RemoveHTTPHandler("", "/lslhttp/"+data.urlcode.ToString()+"/");
419 } 398 }
420 399
421 private Hashtable NoEvents(UUID requestID, UUID sessionID) 400 private Hashtable NoEvents(UUID requestID, UUID sessionID)
422 { 401 {
423 Hashtable response = new Hashtable(); 402 Hashtable response = new Hashtable();
424 UrlData urlData; 403 UrlData url;
425 404 int startTime = 0;
426 lock (m_UrlMap) 405 lock (m_RequestMap)
427 { 406 {
428 // We need to return a 404 here in case the request URL was removed at exactly the same time that a
429 // request was made. In this case, the request thread can outrace llRemoveURL() and still be polling
430 // for the request ID.
431 if (!m_RequestMap.ContainsKey(requestID)) 407 if (!m_RequestMap.ContainsKey(requestID))
432 {
433 response["int_response_code"] = 404;
434 response["str_response_string"] = "";
435 response["keepalive"] = false;
436 response["reusecontext"] = false;
437
438 return response; 408 return response;
439 } 409 url = m_RequestMap[requestID];
410 startTime = url.requests[requestID].startTime;
411 }
440 412
441 urlData = m_RequestMap[requestID]; 413 if (System.Environment.TickCount - startTime > 25000)
414 {
415 response["int_response_code"] = 500;
416 response["str_response_string"] = "Script timeout";
417 response["content_type"] = "text/plain";
418 response["keepalive"] = false;
419 response["reusecontext"] = false;
442 420
443 if (System.Environment.TickCount - urlData.requests[requestID].startTime > 25000) 421 //remove from map
422 lock (url.requests)
423 {
424 url.requests.Remove(requestID);
425 }
426 lock (m_RequestMap)
444 { 427 {
445 response["int_response_code"] = 500;
446 response["str_response_string"] = "Script timeout";
447 response["content_type"] = "text/plain";
448 response["keepalive"] = false;
449 response["reusecontext"] = false;
450
451 //remove from map
452 urlData.requests.Remove(requestID);
453 m_RequestMap.Remove(requestID); 428 m_RequestMap.Remove(requestID);
454
455 return response;
456 } 429 }
430
431 return response;
457 } 432 }
458 433
434
459 return response; 435 return response;
460 } 436 }
461 437
462 private bool HasEvents(UUID requestID, UUID sessionID) 438 private bool HasEvents(UUID requestID, UUID sessionID)
463 { 439 {
464 lock (m_UrlMap) 440 UrlData url=null;
441
442 lock (m_RequestMap)
465 { 443 {
466 // We return true here because an external URL request that happened at the same time as an llRemoveURL()
467 // can still make it through to HttpRequestHandler(). That will return without setting up a request
468 // when it detects that the URL has been removed. The poller, however, will continue to ask for
469 // events for that request, so here we will signal that there are events and in GetEvents we will
470 // return a 404.
471 if (!m_RequestMap.ContainsKey(requestID)) 444 if (!m_RequestMap.ContainsKey(requestID))
472 { 445 {
473 return true; 446 return false;
474 } 447 }
475 448 url = m_RequestMap[requestID];
476 UrlData urlData = m_RequestMap[requestID]; 449 }
477 450 lock (url.requests)
478 if (!urlData.requests.ContainsKey(requestID)) 451 {
452 if (!url.requests.ContainsKey(requestID))
479 { 453 {
480 return true; 454 return false;
481 } 455 }
482 456 else
483 // Trigger return of timeout response.
484 if (System.Environment.TickCount - urlData.requests[requestID].startTime > 25000)
485 { 457 {
486 return true; 458 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
459 {
460 return true;
461 }
462 if (url.requests[requestID].requestDone)
463 return true;
464 else
465 return false;
487 } 466 }
488
489 return urlData.requests[requestID].requestDone;
490 } 467 }
491 } 468 }
492 469 private Hashtable GetEvents(UUID requestID, UUID sessionID)
493 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
494 { 470 {
495 Hashtable response; 471 UrlData url = null;
472 RequestData requestData = null;
496 473
497 lock (m_UrlMap) 474 lock (m_RequestMap)
498 { 475 {
499 UrlData url = null;
500 RequestData requestData = null;
501
502 if (!m_RequestMap.ContainsKey(requestID)) 476 if (!m_RequestMap.ContainsKey(requestID))
503 return NoEvents(requestID, sessionID); 477 return NoEvents(requestID,sessionID);
504
505 url = m_RequestMap[requestID]; 478 url = m_RequestMap[requestID];
479 }
480 lock (url.requests)
481 {
506 requestData = url.requests[requestID]; 482 requestData = url.requests[requestID];
483 }
484
485 if (!requestData.requestDone)
486 return NoEvents(requestID,sessionID);
487
488 Hashtable response = new Hashtable();
507 489
508 if (!requestData.requestDone) 490 if (System.Environment.TickCount - requestData.startTime > 25000)
509 return NoEvents(requestID, sessionID); 491 {
510 492 response["int_response_code"] = 500;
511 response = new Hashtable(); 493 response["str_response_string"] = "Script timeout";
512 494 response["content_type"] = "text/plain";
513 if (System.Environment.TickCount - requestData.startTime > 25000)
514 {
515 response["int_response_code"] = 500;
516 response["str_response_string"] = "Script timeout";
517 response["content_type"] = "text/plain";
518 response["keepalive"] = false;
519 response["reusecontext"] = false;
520 return response;
521 }
522
523 //put response
524 response["int_response_code"] = requestData.responseCode;
525 response["str_response_string"] = requestData.responseBody;
526 response["content_type"] = requestData.responseType;
527 // response["content_type"] = "text/plain";
528 response["keepalive"] = false; 495 response["keepalive"] = false;
529 response["reusecontext"] = false; 496 response["reusecontext"] = false;
530 497 return response;
531 //remove from map 498 }
499 //put response
500 response["int_response_code"] = requestData.responseCode;
501 response["str_response_string"] = requestData.responseBody;
502 response["content_type"] = "text/plain";
503 response["keepalive"] = false;
504 response["reusecontext"] = false;
505
506 //remove from map
507 lock (url.requests)
508 {
532 url.requests.Remove(requestID); 509 url.requests.Remove(requestID);
510 }
511 lock (m_RequestMap)
512 {
533 m_RequestMap.Remove(requestID); 513 m_RequestMap.Remove(requestID);
534 } 514 }
535 515
@@ -538,41 +518,45 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
538 518
539 public void HttpRequestHandler(UUID requestID, Hashtable request) 519 public void HttpRequestHandler(UUID requestID, Hashtable request)
540 { 520 {
541 string uri = request["uri"].ToString(); 521 lock (request)
542 bool is_ssl = uri.Contains("lslhttps");
543
544 try
545 { 522 {
546 Hashtable headers = (Hashtable)request["headers"]; 523 string uri = request["uri"].ToString();
547 524 bool is_ssl = uri.Contains("lslhttps");
548// string uri_full = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri;// "/lslhttp/" + urlcode.ToString() + "/";
549 525
550 int pos1 = uri.IndexOf("/");// /lslhttp 526 try
551 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
552 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/
553 string uri_tmp = uri.Substring(0, pos3 + 1);
554 //HTTP server code doesn't provide us with QueryStrings
555 string pathInfo;
556 string queryString;
557 queryString = "";
558
559 pathInfo = uri.Substring(pos3);
560
561 UrlData urlData = null;
562
563 lock (m_UrlMap)
564 { 527 {
565 string url; 528 Hashtable headers = (Hashtable)request["headers"];
529
530// string uri_full = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri;// "/lslhttp/" + urlcode.ToString() + "/";
566 531
567 if (is_ssl) 532 int pos1 = uri.IndexOf("/");// /lslhttp
568 url = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp; 533 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
534 int pos3 = pos2 + 37; // /lslhttp/urlcode
535 string uri_tmp = uri.Substring(0, pos3);
536 //HTTP server code doesn't provide us with QueryStrings
537 string pathInfo;
538 string queryString;
539 queryString = "";
540
541 pathInfo = uri.Substring(pos3);
542
543 UrlData url = null;
544 string urlkey;
545 if (!is_ssl)
546 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
547 //m_UrlMap[];
569 else 548 else
570 url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp; 549 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
571 550
572 // Avoid a race - the request URL may have been released via llRequestUrl() whilst this 551 if (m_UrlMap.ContainsKey(urlkey))
573 // request was being processed. 552 {
574 if (!m_UrlMap.TryGetValue(url, out urlData)) 553 url = m_UrlMap[urlkey];
554 }
555 else
556 {
557 //m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
575 return; 558 return;
559 }
576 560
577 //for llGetHttpHeader support we need to store original URI here 561 //for llGetHttpHeader support we need to store original URI here
578 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 562 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -592,7 +576,6 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
592 string value = (string)header.Value; 576 string value = (string)header.Value;
593 requestData.headers.Add(key, value); 577 requestData.headers.Add(key, value);
594 } 578 }
595
596 foreach (DictionaryEntry de in request) 579 foreach (DictionaryEntry de in request)
597 { 580 {
598 if (de.Key.ToString() == "querystringkeys") 581 if (de.Key.ToString() == "querystringkeys")
@@ -603,13 +586,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
603 if (request.ContainsKey(key)) 586 if (request.ContainsKey(key))
604 { 587 {
605 string val = (String)request[key]; 588 string val = (String)request[key];
606 queryString = queryString + key + "=" + val + "&"; 589 if (key != "")
590 {
591 queryString = queryString + key + "=" + val + "&";
592 }
593 else
594 {
595 queryString = queryString + val + "&";
596 }
607 } 597 }
608 } 598 }
609
610 if (queryString.Length > 1) 599 if (queryString.Length > 1)
611 queryString = queryString.Substring(0, queryString.Length - 1); 600 queryString = queryString.Substring(0, queryString.Length - 1);
601
612 } 602 }
603
613 } 604 }
614 605
615 //if this machine is behind DNAT/port forwarding, currently this is being 606 //if this machine is behind DNAT/port forwarding, currently this is being
@@ -617,23 +608,34 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
617 requestData.headers["x-remote-ip"] = requestData.headers["remote_addr"]; 608 requestData.headers["x-remote-ip"] = requestData.headers["remote_addr"];
618 requestData.headers["x-path-info"] = pathInfo; 609 requestData.headers["x-path-info"] = pathInfo;
619 requestData.headers["x-query-string"] = queryString; 610 requestData.headers["x-query-string"] = queryString;
620 requestData.headers["x-script-url"] = urlData.url; 611 requestData.headers["x-script-url"] = url.url;
621 612
622 urlData.requests.Add(requestID, requestData); 613 //requestData.ev = new ManualResetEvent(false);
623 m_RequestMap.Add(requestID, urlData); 614 lock (url.requests)
624 } 615 {
616 url.requests.Add(requestID, requestData);
617 }
618 lock (m_RequestMap)
619 {
620 //add to request map
621 m_RequestMap.Add(requestID, url);
622 }
625 623
626 urlData.engine.PostScriptEvent( 624 url.engine.PostScriptEvent(url.itemID, "http_request", new Object[] { requestID.ToString(), request["http-method"].ToString(), request["body"].ToString() });
627 urlData.itemID, 625
628 "http_request", 626 //send initial response?
629 new Object[] { requestID.ToString(), request["http-method"].ToString(), request["body"].ToString() }); 627// Hashtable response = new Hashtable();
630 } 628
631 catch (Exception we) 629 return;
632 { 630
633 //Hashtable response = new Hashtable(); 631 }
634 m_log.Warn("[HttpRequestHandler]: http-in request failed"); 632 catch (Exception we)
635 m_log.Warn(we.Message); 633 {
636 m_log.Warn(we.StackTrace); 634 //Hashtable response = new Hashtable();
635 m_log.Warn("[HttpRequestHandler]: http-in request failed");
636 m_log.Warn(we.Message);
637 m_log.Warn(we.StackTrace);
638 }
637 } 639 }
638 } 640 }
639 641
@@ -642,4 +644,4 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
642 ScriptRemoved(itemID); 644 ScriptRemoved(itemID);
643 } 645 }
644 } 646 }
645} \ No newline at end of file 647}
diff --git a/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs b/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs
index 689e8a7..f395441 100644
--- a/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs
@@ -852,4 +852,4 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
852 return null; 852 return null;
853 } 853 }
854 } 854 }
855} \ No newline at end of file 855}
diff --git a/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs b/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
index 2c2c99c..87a0537 100644
--- a/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
@@ -96,6 +96,8 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
96 // private static readonly ILog m_log = 96 // private static readonly ILog m_log =
97 // LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 97 // LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
98 98
99 private const int DEBUG_CHANNEL = 2147483647;
100
99 private ListenerManager m_listenerManager; 101 private ListenerManager m_listenerManager;
100 private Queue m_pending; 102 private Queue m_pending;
101 private Queue m_pendingQ; 103 private Queue m_pendingQ;
@@ -366,67 +368,60 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
366 /// <param name='msg'> 368 /// <param name='msg'>
367 /// Message. 369 /// Message.
368 /// </param> 370 /// </param>
369 public void DeliverMessageTo(UUID target, int channel, Vector3 pos, 371 public bool DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg, out string error)
370 string name, UUID id, string msg)
371 { 372 {
373 error = null;
374
375 if (channel == DEBUG_CHANNEL)
376 return true;
377
372 // Is id an avatar? 378 // Is id an avatar?
373 ScenePresence sp = m_scene.GetScenePresence(target); 379 ScenePresence sp = m_scene.GetScenePresence(target);
374 380
375 if (sp != null) 381 if (sp != null)
376 { 382 {
377 // ignore if a child agent this is restricted to inside one 383 // Send message to avatar
378 // region
379 if (sp.IsChildAgent)
380 return;
381
382 // Send message to the avatar.
383 // Channel zero only goes to the avatar
384 // non zero channel messages only go to the attachments
385 if (channel == 0) 384 if (channel == 0)
386 { 385 {
387 m_scene.SimChatToAgent(target, Utils.StringToBytes(msg), 386 // Channel 0 goes to viewer ONLY
388 pos, name, id, false); 387 m_scene.SimChat(Utils.StringToBytes(msg), ChatTypeEnum.Broadcast, 0, pos, name, id, target, false, false);
388 return true;
389 } 389 }
390 else
391 {
392 List<SceneObjectGroup> attachments = sp.GetAttachments();
393 if (attachments.Count == 0)
394 return;
395 390
396 // Get uuid of attachments 391 List<SceneObjectGroup> attachments = sp.GetAttachments();
397 List<UUID> targets = new List<UUID>();
398 foreach (SceneObjectGroup sog in attachments)
399 {
400 if (!sog.IsDeleted)
401 targets.Add(sog.UUID);
402 }
403 392
404 // Need to check each attachment 393 if (attachments.Count == 0)
405 foreach (ListenerInfo li 394 return true;
406 in m_listenerManager.GetListeners(UUID.Zero,
407 channel, name, id, msg))
408 {
409 if (li.GetHostID().Equals(id))
410 continue;
411 395
412 if (m_scene.GetSceneObjectPart( 396 // Get uuid of attachments
413 li.GetHostID()) == null) 397 List<UUID> targets = new List<UUID>();
414 { 398 foreach (SceneObjectGroup sog in attachments)
415 continue; 399 {
416 } 400 if (!sog.IsDeleted)
401 targets.Add(sog.UUID);
402 }
417 403
418 if (targets.Contains(li.GetHostID())) 404 // Need to check each attachment
419 QueueMessage(new ListenerInfo(li, name, id, msg)); 405 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg))
420 } 406 {
407 if (li.GetHostID().Equals(id))
408 continue;
409
410 if (m_scene.GetSceneObjectPart(li.GetHostID()) == null)
411 continue;
412
413 if (targets.Contains(li.GetHostID()))
414 QueueMessage(new ListenerInfo(li, name, id, msg));
421 } 415 }
422 416
423 return; 417 return true;
424 } 418 }
425 419
426 // No avatar found so look for an object 420 SceneObjectPart part = m_scene.GetSceneObjectPart(target);
427 foreach (ListenerInfo li 421 if (part == null) // Not even an object
428 in m_listenerManager.GetListeners(UUID.Zero, channel, 422 return true; // No error
429 name, id, msg)) 423
424 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg))
430 { 425 {
431 // Dont process if this message is from yourself! 426 // Dont process if this message is from yourself!
432 if (li.GetHostID().Equals(id)) 427 if (li.GetHostID().Equals(id))
@@ -444,7 +439,7 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
444 } 439 }
445 } 440 }
446 441
447 return; 442 return true;
448 } 443 }
449 444
450 protected void QueueMessage(ListenerInfo li) 445 protected void QueueMessage(ListenerInfo li)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Authentication/LocalAuthenticationServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Authentication/LocalAuthenticationServiceConnector.cs
index 16f42a7..f027810 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Authentication/LocalAuthenticationServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Authentication/LocalAuthenticationServiceConnector.cs
@@ -139,6 +139,13 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Authentication
139 139
140 #region IAuthenticationService 140 #region IAuthenticationService
141 141
142 public string Authenticate(UUID principalID, string password, int lifetime, out UUID realID)
143 {
144 // Not implemented at the regions
145 realID = UUID.Zero;
146 return string.Empty;
147 }
148
142 public string Authenticate(UUID principalID, string password, int lifetime) 149 public string Authenticate(UUID principalID, string password, int lifetime)
143 { 150 {
144 // Not implemented at the regions 151 // Not implemented at the regions
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
index a839086..5836eb9 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
@@ -93,8 +93,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
93 if (config == null) 93 if (config == null)
94 return; 94 return;
95 95
96 int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime")); 96 int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime", "-1"));
97 if (refreshminutes <= 0) 97 if (refreshminutes < 0)
98 { 98 {
99 m_log.WarnFormat("[MAP IMAGE SERVICE MODULE]: No refresh time given in config. Module disabled."); 99 m_log.WarnFormat("[MAP IMAGE SERVICE MODULE]: No refresh time given in config. Module disabled.");
100 return; 100 return;
@@ -117,12 +117,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
117 return; 117 return;
118 } 118 }
119 119
120 m_refreshTimer.Enabled = true; 120 if (m_refreshtime > 0)
121 m_refreshTimer.AutoReset = true; 121 {
122 m_refreshTimer.Interval = m_refreshtime; 122 m_refreshTimer.Enabled = true;
123 m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh); 123 m_refreshTimer.AutoReset = true;
124 m_refreshTimer.Interval = m_refreshtime;
125 m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh);
126 }
124 127
125 m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0}min and service object {1}", 128 m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0} min and service object {1}",
126 refreshminutes, service); 129 refreshminutes, service);
127 130
128 m_enabled = true; 131 m_enabled = true;
@@ -227,4 +230,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
227 } 230 }
228 } 231 }
229 } 232 }
230} \ No newline at end of file 233}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 3c18074..b485194 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -303,6 +303,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
303 return false; 303 return false;
304 } 304 }
305 305
306 public bool CloseChildAgent(GridRegion destination, UUID id)
307 {
308 return CloseAgent(destination, id);
309 }
310
306 public bool CloseAgent(GridRegion destination, UUID id) 311 public bool CloseAgent(GridRegion destination, UUID id)
307 { 312 {
308 if (destination == null) 313 if (destination == null)
@@ -317,7 +322,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
317 Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id, false); }); 322 Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id, false); });
318 return true; 323 return true;
319 } 324 }
320
321 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 325 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
322 return false; 326 return false;
323 } 327 }
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index b2a1b23..c8698ca 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -262,6 +262,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
262 return false; 262 return false;
263 } 263 }
264 264
265 public bool CloseChildAgent(GridRegion destination, UUID id)
266 {
267 if (destination == null)
268 return false;
269
270 // Try local first
271 if (m_localBackend.CloseChildAgent(destination, id))
272 return true;
273
274 // else do the remote thing
275 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
276 return m_remoteConnector.CloseChildAgent(destination, id);
277
278 return false;
279 }
265 280
266 public bool CloseAgent(GridRegion destination, UUID id) 281 public bool CloseAgent(GridRegion destination, UUID id)
267 { 282 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 529bfd7..ea4ade5 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -129,6 +129,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
129 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner 129 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
130 // user account service?! 130 // user account service?!
131 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService); 131 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService);
132 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
132 } 133 }
133 134
134 public void RemoveRegion(Scene scene) 135 public void RemoveRegion(Scene scene)
@@ -181,6 +182,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
181 return UserAccountService.GetUserAccount(scopeID, Email); 182 return UserAccountService.GetUserAccount(scopeID, Email);
182 } 183 }
183 184
185 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
186 {
187 return null;
188 }
189
184 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 190 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
185 { 191 {
186 return UserAccountService.GetUserAccounts(scopeID, query); 192 return UserAccountService.GetUserAccounts(scopeID, query);
@@ -195,4 +201,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
195 201
196 #endregion 202 #endregion
197 } 203 }
198} \ No newline at end of file 204}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
index 5aa87d3..afbba30 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
@@ -34,6 +34,7 @@ using OpenSim.Region.Framework.Interfaces;
34using OpenSim.Region.Framework.Scenes; 34using OpenSim.Region.Framework.Scenes;
35using OpenSim.Services.Interfaces; 35using OpenSim.Services.Interfaces;
36using OpenSim.Services.Connectors; 36using OpenSim.Services.Connectors;
37using OpenSim.Framework;
37 38
38using OpenMetaverse; 39using OpenMetaverse;
39 40
@@ -103,6 +104,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
103 return; 104 return;
104 105
105 scene.RegisterModuleInterface<IUserAccountService>(this); 106 scene.RegisterModuleInterface<IUserAccountService>(this);
107 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
108
109 scene.EventManager.OnNewClient += OnNewClient;
106 } 110 }
107 111
108 public void RemoveRegion(Scene scene) 112 public void RemoveRegion(Scene scene)
@@ -117,6 +121,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
117 return; 121 return;
118 } 122 }
119 123
124 // When a user actually enters the sim, clear them from
125 // cache so the sim will have the current values for
126 // flags, title, etc. And country, don't forget country!
127 private void OnNewClient(IClientAPI client)
128 {
129 m_Cache.Remove(client.Name);
130 }
131
120 #region Overwritten methods from IUserAccountService 132 #region Overwritten methods from IUserAccountService
121 133
122 public override UserAccount GetUserAccount(UUID scopeID, UUID userID) 134 public override UserAccount GetUserAccount(UUID scopeID, UUID userID)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index ddef75f..cbe2eaa 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -34,7 +34,7 @@ using log4net;
34 34
35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts 35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
36{ 36{
37 public class UserAccountCache 37 public class UserAccountCache : IUserAccountCacheModule
38 { 38 {
39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours! 39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours!
40 40
@@ -92,5 +92,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
92 92
93 return null; 93 return null;
94 } 94 }
95
96 public void Remove(string name)
97 {
98 if (!m_NameCache.Contains(name))
99 return;
100
101 UUID uuid = UUID.Zero;
102 if (m_NameCache.TryGetValue(name, out uuid))
103 {
104 m_NameCache.Remove(name);
105 m_UUIDCache.Remove(uuid);
106 }
107 }
95 } 108 }
96} 109}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index 32d245f..fcfdf7c 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -490,6 +490,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
490 // being no copy/no mod for everyone 490 // being no copy/no mod for everyone
491 lock (part.TaskInventory) 491 lock (part.TaskInventory)
492 { 492 {
493 if (!ResolveUserUuid(scene, part.CreatorID))
494 part.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner;
495
496 if (!ResolveUserUuid(scene, part.OwnerID))
497 part.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner;
498
499 if (!ResolveUserUuid(scene, part.LastOwnerID))
500 part.LastOwnerID = scene.RegionInfo.EstateSettings.EstateOwner;
501
502 // And zap any troublesome sit target information
503 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
504 part.SitTargetPosition = new Vector3(0, 0, 0);
505
506 // Fix ownership/creator of inventory items
507 // Not doing so results in inventory items
508 // being no copy/no mod for everyone
509 part.TaskInventory.LockItemsForRead(true);
493 TaskInventoryDictionary inv = part.TaskInventory; 510 TaskInventoryDictionary inv = part.TaskInventory;
494 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 511 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
495 { 512 {
@@ -510,6 +527,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
510 if (!ResolveGroupUuid(kvp.Value.GroupID)) 527 if (!ResolveGroupUuid(kvp.Value.GroupID))
511 kvp.Value.GroupID = UUID.Zero; 528 kvp.Value.GroupID = UUID.Zero;
512 } 529 }
530 part.TaskInventory.LockItemsForRead(false);
513 } 531 }
514 } 532 }
515 533
@@ -899,4 +917,4 @@ namespace OpenSim.Region.CoreModules.World.Archiver
899 return dearchivedScenes; 917 return dearchivedScenes;
900 } 918 }
901 } 919 }
902} \ No newline at end of file 920}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index b22bcf9..715bf51 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -269,18 +269,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
269 269
270 if (asset != null) 270 if (asset != null)
271 { 271 {
272 if (m_options.ContainsKey("verbose")) 272// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
273 m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
274
275 m_foundAssetUuids.Add(asset.FullID); 273 m_foundAssetUuids.Add(asset.FullID);
276 274
277 m_assetsArchiver.WriteAsset(PostProcess(asset)); 275 m_assetsArchiver.WriteAsset(PostProcess(asset));
278 } 276 }
279 else 277 else
280 { 278 {
281 if (m_options.ContainsKey("verbose")) 279// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
282 m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
283
284 m_notFoundAssetUuids.Add(new UUID(id)); 280 m_notFoundAssetUuids.Add(new UUID(id));
285 } 281 }
286 282
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 60f6739..a5f5749 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -32,6 +32,7 @@ using System.IO;
32using System.Linq; 32using System.Linq;
33using System.Reflection; 33using System.Reflection;
34using System.Security; 34using System.Security;
35using System.Timers;
35using log4net; 36using log4net;
36using Mono.Addins; 37using Mono.Addins;
37using Nini.Config; 38using Nini.Config;
@@ -48,6 +49,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
48 { 49 {
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50 51
52 private Timer m_regionChangeTimer = new Timer();
51 public Scene Scene { get; private set; } 53 public Scene Scene { get; private set; }
52 public IUserManagement UserManager { get; private set; } 54 public IUserManagement UserManager { get; private set; }
53 55
@@ -65,6 +67,8 @@ namespace OpenSim.Region.CoreModules.World.Estate
65 public event ChangeDelegate OnEstateInfoChange; 67 public event ChangeDelegate OnEstateInfoChange;
66 public event MessageDelegate OnEstateMessage; 68 public event MessageDelegate OnEstateMessage;
67 69
70 private int m_delayCount = 0;
71
68 #region Region Module interface 72 #region Region Module interface
69 73
70 public string Name { get { return "EstateManagementModule"; } } 74 public string Name { get { return "EstateManagementModule"; } }
@@ -114,6 +118,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
114 118
115 #region Packet Data Responders 119 #region Packet Data Responders
116 120
121 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
122 {
123 sendDetailedEstateData(remote_client, invoice);
124 sendEstateLists(remote_client, invoice);
125 }
126
117 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 127 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
118 { 128 {
119 uint sun = 0; 129 uint sun = 0;
@@ -136,7 +146,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
136 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime, 146 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime,
137 Scene.RegionInfo.EstateSettings.AbuseEmail, 147 Scene.RegionInfo.EstateSettings.AbuseEmail,
138 estateOwner); 148 estateOwner);
149 }
139 150
151 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
152 {
140 remote_client.SendEstateList(invoice, 153 remote_client.SendEstateList(invoice,
141 (int)Constants.EstateAccessCodex.EstateManagers, 154 (int)Constants.EstateAccessCodex.EstateManagers,
142 Scene.RegionInfo.EstateSettings.EstateManagers, 155 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -318,6 +331,16 @@ namespace OpenSim.Region.CoreModules.World.Estate
318 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>(); 331 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>();
319 if (restartModule != null) 332 if (restartModule != null)
320 { 333 {
334 if (timeInSeconds == -1)
335 {
336 m_delayCount++;
337 if (m_delayCount > 3)
338 return;
339
340 restartModule.DelayRestart(3600, "Restart delayed by region manager");
341 return;
342 }
343
321 List<int> times = new List<int>(); 344 List<int> times = new List<int>();
322 while (timeInSeconds > 0) 345 while (timeInSeconds > 0)
323 { 346 {
@@ -330,7 +353,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
330 timeInSeconds -= 15; 353 timeInSeconds -= 15;
331 } 354 }
332 355
333 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 356 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
334 357
335 m_log.InfoFormat( 358 m_log.InfoFormat(
336 "User {0} requested restart of region {1} in {2} seconds", 359 "User {0} requested restart of region {1} in {2} seconds",
@@ -546,7 +569,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
546 { 569 {
547 if (!s.IsChildAgent) 570 if (!s.IsChildAgent)
548 { 571 {
549 Scene.TeleportClientHome(user, s.ControllingClient); 572 if (!Scene.TeleportClientHome(user, s.ControllingClient))
573 {
574 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
575 s.ControllingClient.Close();
576 }
550 } 577 }
551 } 578 }
552 579
@@ -555,7 +582,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
555 { 582 {
556 remote_client.SendAlertMessage("User is already on the region ban list"); 583 remote_client.SendAlertMessage("User is already on the region ban list");
557 } 584 }
558 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 585 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
559 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 586 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
560 } 587 }
561 else 588 else
@@ -611,7 +638,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
611 remote_client.SendAlertMessage("User is not on the region ban list"); 638 remote_client.SendAlertMessage("User is not on the region ban list");
612 } 639 }
613 640
614 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 641 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
615 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 642 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
616 } 643 }
617 else 644 else
@@ -777,7 +804,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
777 ScenePresence s = Scene.GetScenePresence(prey); 804 ScenePresence s = Scene.GetScenePresence(prey);
778 if (s != null) 805 if (s != null)
779 { 806 {
780 Scene.TeleportClientHome(prey, s.ControllingClient); 807 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
808 {
809 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
810 s.ControllingClient.Close();
811 }
781 } 812 }
782 } 813 }
783 } 814 }
@@ -795,7 +826,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
795 // Also make sure they are actually in the region 826 // Also make sure they are actually in the region
796 ScenePresence p; 827 ScenePresence p;
797 if(Scene.TryGetScenePresence(client.AgentId, out p)) 828 if(Scene.TryGetScenePresence(client.AgentId, out p))
798 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 829 {
830 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
831 {
832 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
833 p.ControllingClient.Close();
834 }
835 }
799 } 836 }
800 }); 837 });
801 } 838 }
@@ -1170,7 +1207,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1170 1207
1171 private void EventManager_OnNewClient(IClientAPI client) 1208 private void EventManager_OnNewClient(IClientAPI client)
1172 { 1209 {
1173 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1210 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1174 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1211 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1175// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1212// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1176 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1213 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1222,6 +1259,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1222 flags |= RegionFlags.AllowParcelChanges; 1259 flags |= RegionFlags.AllowParcelChanges;
1223 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1260 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1224 flags |= RegionFlags.BlockParcelSearch; 1261 flags |= RegionFlags.BlockParcelSearch;
1262 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1263 flags |= (RegionFlags)(1 << 11);
1264 if (Scene.RegionInfo.RegionSettings.Casino)
1265 flags |= (RegionFlags)(1 << 10);
1225 1266
1226 if (Scene.RegionInfo.RegionSettings.FixedSun) 1267 if (Scene.RegionInfo.RegionSettings.FixedSun)
1227 flags |= RegionFlags.SunFixed; 1268 flags |= RegionFlags.SunFixed;
@@ -1229,11 +1270,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1229 flags |= RegionFlags.Sandbox; 1270 flags |= RegionFlags.Sandbox;
1230 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1271 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1231 flags |= RegionFlags.AllowVoice; 1272 flags |= RegionFlags.AllowVoice;
1273 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1274 flags |= RegionFlags.AllowLandmark;
1275 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1276 flags |= RegionFlags.AllowSetHome;
1277 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1278 flags |= RegionFlags.BlockDwell;
1279 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1280 flags |= RegionFlags.ResetHomeOnTeleport;
1232 1281
1233 // Fudge these to always on, so the menu options activate
1234 //
1235 flags |= RegionFlags.AllowLandmark;
1236 flags |= RegionFlags.AllowSetHome;
1237 1282
1238 // TODO: SkipUpdateInterestList 1283 // TODO: SkipUpdateInterestList
1239 1284
@@ -1274,6 +1319,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1274 flags |= RegionFlags.ResetHomeOnTeleport; 1319 flags |= RegionFlags.ResetHomeOnTeleport;
1275 if (Scene.RegionInfo.EstateSettings.TaxFree) 1320 if (Scene.RegionInfo.EstateSettings.TaxFree)
1276 flags |= RegionFlags.TaxFree; 1321 flags |= RegionFlags.TaxFree;
1322 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1323 flags |= RegionFlags.AllowLandmark;
1324 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1325 flags |= RegionFlags.AllowParcelChanges;
1326 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1327 flags |= RegionFlags.AllowSetHome;
1277 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1328 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1278 flags |= (RegionFlags)(1 << 30); 1329 flags |= (RegionFlags)(1 << 30);
1279 1330
@@ -1294,6 +1345,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1294 1345
1295 public void TriggerRegionInfoChange() 1346 public void TriggerRegionInfoChange()
1296 { 1347 {
1348 m_regionChangeTimer.Stop();
1349 m_regionChangeTimer.Start();
1350 }
1351
1352 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1353 {
1297 ChangeDelegate change = OnRegionInfoChange; 1354 ChangeDelegate change = OnRegionInfoChange;
1298 1355
1299 if (change != null) 1356 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index dbf5138..b4f7d51 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -88,19 +88,21 @@ namespace OpenSim.Region.CoreModules.World.Land
88 /// <value> 88 /// <value>
89 /// Land objects keyed by local id 89 /// Land objects keyed by local id
90 /// </value> 90 /// </value>
91 private readonly Dictionary<int, ILandObject> m_landList = new Dictionary<int, ILandObject>(); 91// private readonly Dictionary<int, ILandObject> m_landList = new Dictionary<int, ILandObject>();
92
93 //ubit: removed the readonly so i can move it around
94 private Dictionary<int, ILandObject> m_landList = new Dictionary<int, ILandObject>();
92 95
93 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 96 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
94 97
95 private bool m_allowedForcefulBans = true; 98 private bool m_allowedForcefulBans = true;
99 private UUID DefaultGodParcelGroup;
100 private string DefaultGodParcelName;
96 101
97 // caches ExtendedLandData 102 // caches ExtendedLandData
98 private Cache parcelInfoCache; 103 private Cache parcelInfoCache;
99 104 private Dictionary<UUID, Vector3> forcedPosition =
100 /// <summary> 105 new Dictionary<UUID, Vector3>();
101 /// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
102 /// </summary>
103 private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
104 106
105 #region INonSharedRegionModule Members 107 #region INonSharedRegionModule Members
106 108
@@ -111,6 +113,12 @@ namespace OpenSim.Region.CoreModules.World.Land
111 113
112 public void Initialise(IConfigSource source) 114 public void Initialise(IConfigSource source)
113 { 115 {
116 IConfig cnf = source.Configs["LandManagement"];
117 if (cnf != null)
118 {
119 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
120 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
121 }
114 } 122 }
115 123
116 public void AddRegion(Scene scene) 124 public void AddRegion(Scene scene)
@@ -163,13 +171,6 @@ namespace OpenSim.Region.CoreModules.World.Land
163 m_scene.UnregisterModuleCommander(m_commander.Name); 171 m_scene.UnregisterModuleCommander(m_commander.Name);
164 } 172 }
165 173
166// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
167// {
168// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
169// reason = "You are not allowed to enter this sim.";
170// return nearestParcel != null;
171// }
172
173 /// <summary> 174 /// <summary>
174 /// Processes commandline input. Do not call directly. 175 /// Processes commandline input. Do not call directly.
175 /// </summary> 176 /// </summary>
@@ -210,6 +211,8 @@ namespace OpenSim.Region.CoreModules.World.Land
210 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 211 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
211 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 212 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
212 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 213 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
214 client.OnParcelEjectUser += ClientOnParcelEjectUser;
215 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
213 216
214 EntityBase presenceEntity; 217 EntityBase presenceEntity;
215 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) 218 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@@ -226,48 +229,6 @@ namespace OpenSim.Region.CoreModules.World.Land
226 229
227 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 230 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
228 { 231 {
229 //If we are forcing a position for them to go
230 if (forcedPosition.ContainsKey(remoteClient.AgentId))
231 {
232 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
233
234 //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
235 //When the avatar walks into a ban line on the ground, it prevents getting stuck
236 agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
237
238 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
239 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
240 {
241// m_log.DebugFormat(
242// "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
243// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
244
245 forcedPosition.Remove(remoteClient.AgentId);
246 }
247 //if we are far away, teleport
248 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
249 {
250 Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
251// m_log.DebugFormat(
252// "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
253// clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);
254
255 m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
256 forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);
257
258 forcedPosition.Remove(remoteClient.AgentId);
259 }
260 else
261 {
262// m_log.DebugFormat(
263// "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
264// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
265
266 //Forces them toward the forced position we want if they aren't there yet
267 agentData.UseClientAgentPosition = true;
268 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
269 }
270 }
271 } 232 }
272 233
273 public void Close() 234 public void Close()
@@ -292,6 +253,7 @@ namespace OpenSim.Region.CoreModules.World.Land
292 { 253 {
293 LandData newData = data.Copy(); 254 LandData newData = data.Copy();
294 newData.LocalID = local_id; 255 newData.LocalID = local_id;
256 ILandObject landobj = null;
295 257
296 ILandObject land; 258 ILandObject land;
297 lock (m_landList) 259 lock (m_landList)
@@ -331,14 +293,14 @@ namespace OpenSim.Region.CoreModules.World.Land
331 protected ILandObject CreateDefaultParcel() 293 protected ILandObject CreateDefaultParcel()
332 { 294 {
333 m_log.DebugFormat( 295 m_log.DebugFormat(
334 "[LAND MANAGEMENT MODULE]: Creating default parcel for region {0}", m_scene.RegionInfo.RegionName); 296 "[LAND MANAGEMENT MODULE]: Creating default parcel for region {0}", m_scene.RegionInfo.RegionName);
335 297
336 ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene); 298 ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);
337 fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0, (int)Constants.RegionSize, (int)Constants.RegionSize)); 299 fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0, (int)Constants.RegionSize, (int)Constants.RegionSize));
338 fullSimParcel.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; 300 fullSimParcel.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
339 fullSimParcel.LandData.ClaimDate = Util.UnixTimeSinceEpoch(); 301 fullSimParcel.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
340 302
341 return AddLandObject(fullSimParcel); 303 return AddLandObject(fullSimParcel);
342 } 304 }
343 305
344 public List<ILandObject> AllParcels() 306 public List<ILandObject> AllParcels()
@@ -387,10 +349,16 @@ namespace OpenSim.Region.CoreModules.World.Land
387 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position) 349 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
388 { 350 {
389 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 351 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
390 if (position.HasValue) 352
391 { 353 if (!position.HasValue)
392 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; 354 return;
393 } 355
356 bool isFlying = avatar.PhysicsActor.Flying;
357 avatar.RemoveFromPhysicalScene();
358
359 avatar.AbsolutePosition = (Vector3)position;
360
361 avatar.AddToPhysicalScene(isFlying);
394 } 362 }
395 363
396 public void SendYouAreRestrictedNotice(ScenePresence avatar) 364 public void SendYouAreRestrictedNotice(ScenePresence avatar)
@@ -410,29 +378,7 @@ namespace OpenSim.Region.CoreModules.World.Land
410 } 378 }
411 379
412 if (parcelAvatarIsEntering != null) 380 if (parcelAvatarIsEntering != null)
413 { 381 EnforceBans(parcelAvatarIsEntering, avatar);
414 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
415 {
416 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
417 {
418 SendYouAreBannedNotice(avatar);
419 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
420 }
421 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
422 {
423 SendYouAreRestrictedNotice(avatar);
424 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
425 }
426 else
427 {
428 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
429 }
430 }
431 else
432 {
433 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
434 }
435 }
436 } 382 }
437 } 383 }
438 384
@@ -461,30 +407,51 @@ namespace OpenSim.Region.CoreModules.World.Land
461 407
462 public void SendLandUpdate(ScenePresence avatar, bool force) 408 public void SendLandUpdate(ScenePresence avatar, bool force)
463 { 409 {
410
411 /* stop sendind same data twice
412 ILandObject over = GetLandObject((int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.X))),
413 (int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.Y))));
414
415 if (over != null)
416 {
417
418 if (force)
419 {
420 if (!avatar.IsChildAgent)
421 {
422 over.SendLandUpdateToClient(avatar.ControllingClient);
423 m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
424 m_scene.RegionInfo.RegionID);
425 }
426 }
427
428 if (avatar.currentParcelUUID != over.LandData.GlobalID)
429 {
430 if (!avatar.IsChildAgent)
431 {
432 over.SendLandUpdateToClient(avatar.ControllingClient);
433 avatar.currentParcelUUID = over.LandData.GlobalID;
434 m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
435 m_scene.RegionInfo.RegionID);
436 }
437 }
438 */
439 if (avatar.IsChildAgent)
440 return;
441
464 ILandObject over = GetLandObject((int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.X))), 442 ILandObject over = GetLandObject((int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.X))),
465 (int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.Y)))); 443 (int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.Y))));
466 444
467 if (over != null) 445 if (over != null)
468 { 446 {
469 if (force) 447 bool NotsameID = (avatar.currentParcelUUID != over.LandData.GlobalID);
448 if (force || NotsameID)
470 { 449 {
471 if (!avatar.IsChildAgent) 450 over.SendLandUpdateToClient(avatar.ControllingClient);
472 { 451 if (NotsameID)
473 over.SendLandUpdateToClient(avatar.ControllingClient);
474 m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
475 m_scene.RegionInfo.RegionID);
476 }
477 }
478
479 if (avatar.currentParcelUUID != over.LandData.GlobalID)
480 {
481 if (!avatar.IsChildAgent)
482 {
483 over.SendLandUpdateToClient(avatar.ControllingClient);
484 avatar.currentParcelUUID = over.LandData.GlobalID; 452 avatar.currentParcelUUID = over.LandData.GlobalID;
485 m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID, 453 m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
486 m_scene.RegionInfo.RegionID); 454 m_scene.RegionInfo.RegionID);
487 }
488 } 455 }
489 } 456 }
490 } 457 }
@@ -536,6 +503,7 @@ namespace OpenSim.Region.CoreModules.World.Land
536 //when we are finally in a safe place, lets release the forced position lock 503 //when we are finally in a safe place, lets release the forced position lock
537 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); 504 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
538 } 505 }
506 EnforceBans(parcel, clientAvatar);
539 } 507 }
540 } 508 }
541 509
@@ -686,27 +654,28 @@ namespace OpenSim.Region.CoreModules.World.Land
686 /// </summary> 654 /// </summary>
687 public void Clear(bool setupDefaultParcel) 655 public void Clear(bool setupDefaultParcel)
688 { 656 {
689 List<ILandObject> parcels; 657 Dictionary<int, ILandObject> landworkList;
658 // move to work pointer since we are deleting it all
690 lock (m_landList) 659 lock (m_landList)
691 { 660 {
692 parcels = new List<ILandObject>(m_landList.Values); 661 landworkList = m_landList;
662 m_landList = new Dictionary<int, ILandObject>();
693 } 663 }
694 664
695 foreach (ILandObject lo in parcels) 665 // this 2 methods have locks (now)
666 ResetSimLandObjects();
667
668 if (setupDefaultParcel)
669 CreateDefaultParcel();
670
671 // fire outside events unlocked
672 foreach (ILandObject lo in landworkList.Values)
696 { 673 {
697 //m_scene.SimulationDataService.RemoveLandObject(lo.LandData.GlobalID); 674 //m_scene.SimulationDataService.RemoveLandObject(lo.LandData.GlobalID);
698 m_scene.EventManager.TriggerLandObjectRemoved(lo.LandData.GlobalID); 675 m_scene.EventManager.TriggerLandObjectRemoved(lo.LandData.GlobalID);
699 } 676 }
677 landworkList.Clear();
700 678
701 lock (m_landList)
702 {
703 m_landList.Clear();
704
705 ResetSimLandObjects();
706 }
707
708 if (setupDefaultParcel)
709 CreateDefaultParcel();
710 } 679 }
711 680
712 private void performFinalLandJoin(ILandObject master, ILandObject slave) 681 private void performFinalLandJoin(ILandObject master, ILandObject slave)
@@ -753,7 +722,7 @@ namespace OpenSim.Region.CoreModules.World.Land
753 int x; 722 int x;
754 int y; 723 int y;
755 724
756 if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0) 725 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
757 return null; 726 return null;
758 727
759 try 728 try
@@ -803,14 +772,13 @@ namespace OpenSim.Region.CoreModules.World.Land
803 { 772 {
804 try 773 try
805 { 774 {
806 return m_landList[m_landIDList[x / 4, y / 4]]; 775 //if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
776 return m_landList[m_landIDList[x / 4, y / 4]];
777 //else
778 // return null;
807 } 779 }
808 catch (IndexOutOfRangeException) 780 catch (IndexOutOfRangeException)
809 { 781 {
810// m_log.WarnFormat(
811// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
812// x, y, m_scene.RegionInfo.RegionName);
813
814 return null; 782 return null;
815 } 783 }
816 } 784 }
@@ -1094,6 +1062,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1094 //Owner Flag 1062 //Owner Flag
1095 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1063 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1096 } 1064 }
1065 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1066 {
1067 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1068 }
1097 else if (currentParcelBlock.LandData.SalePrice > 0 && 1069 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1098 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1070 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1099 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1071 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1174,8 +1146,11 @@ namespace OpenSim.Region.CoreModules.World.Land
1174 { 1146 {
1175 if (!temp.Contains(currentParcel)) 1147 if (!temp.Contains(currentParcel))
1176 { 1148 {
1177 currentParcel.ForceUpdateLandInfo(); 1149 if (!currentParcel.IsEitherBannedOrRestricted(remote_client.AgentId))
1178 temp.Add(currentParcel); 1150 {
1151 currentParcel.ForceUpdateLandInfo();
1152 temp.Add(currentParcel);
1153 }
1179 } 1154 }
1180 } 1155 }
1181 } 1156 }
@@ -1394,8 +1369,26 @@ namespace OpenSim.Region.CoreModules.World.Land
1394 1369
1395 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1370 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1396 { 1371 {
1397// m_log.DebugFormat( 1372 Dictionary<int, ILandObject> landworkList;
1398// "[LAND MANAGMENT MODULE]: Processing {0} incoming parcels on {1}", data.Count, m_scene.Name); 1373 // move to work pointer since we are deleting it all
1374 lock (m_landList)
1375 {
1376 landworkList = m_landList;
1377 m_landList = new Dictionary<int, ILandObject>();
1378 }
1379
1380 //Remove all the land objects in the sim and then process our new data
1381 foreach (int n in landworkList.Keys)
1382 {
1383 m_scene.EventManager.TriggerLandObjectRemoved(landworkList[n].LandData.GlobalID);
1384 }
1385 landworkList.Clear();
1386
1387 lock (m_landList)
1388 {
1389 m_landIDList.Initialize();
1390 m_landList.Clear();
1391 }
1399 1392
1400 for (int i = 0; i < data.Count; i++) 1393 for (int i = 0; i < data.Count; i++)
1401 IncomingLandObjectFromStorage(data[i]); 1394 IncomingLandObjectFromStorage(data[i]);
@@ -1403,10 +1396,12 @@ namespace OpenSim.Region.CoreModules.World.Land
1403 1396
1404 public void IncomingLandObjectFromStorage(LandData data) 1397 public void IncomingLandObjectFromStorage(LandData data)
1405 { 1398 {
1399
1406 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1400 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1407 new_land.LandData = data.Copy(); 1401 new_land.LandData = data.Copy();
1408 new_land.SetLandBitmapFromByteArray(); 1402 new_land.SetLandBitmapFromByteArray();
1409 AddLandObject(new_land); 1403 AddLandObject(new_land);
1404 new_land.SendLandUpdateToAvatarsOverMe();
1410 } 1405 }
1411 1406
1412 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1407 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1737,6 +1732,168 @@ namespace OpenSim.Region.CoreModules.World.Land
1737 1732
1738 UpdateLandObject(localID, land.LandData); 1733 UpdateLandObject(localID, land.LandData);
1739 } 1734 }
1735
1736 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1737 {
1738 ILandObject land = null;
1739 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1740 foreach (ILandObject landObject in Land)
1741 {
1742 if (landObject.LandData.LocalID == landID)
1743 {
1744 land = landObject;
1745 }
1746 }
1747 land.DeedToGroup(DefaultGodParcelGroup);
1748 land.LandData.Name = DefaultGodParcelName;
1749 land.SendLandUpdateToAvatarsOverMe();
1750 }
1751
1752 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1753 {
1754 ScenePresence SP;
1755 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1756 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1757 if (SP.UserLevel != 0)
1758 {
1759 if (flags == 0) //All parcels, scripted or not
1760 {
1761 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1762 {
1763 if (e.OwnerID == targetID)
1764 {
1765 returns.Add(e);
1766 }
1767 }
1768 );
1769 }
1770 if (flags == 4) //All parcels, scripted object
1771 {
1772 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1773 {
1774 if (e.OwnerID == targetID)
1775 {
1776 if (e.ContainsScripts())
1777 {
1778 returns.Add(e);
1779 }
1780 }
1781 }
1782 );
1783 }
1784 if (flags == 4) //not target parcel, scripted object
1785 {
1786 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1787 {
1788 if (e.OwnerID == targetID)
1789 {
1790 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1791 if (landobject.LandData.OwnerID != e.OwnerID)
1792 {
1793 if (e.ContainsScripts())
1794 {
1795 returns.Add(e);
1796 }
1797 }
1798 }
1799 }
1800 );
1801 }
1802 foreach (SceneObjectGroup ol in returns)
1803 {
1804 ReturnObject(ol, client);
1805 }
1806 }
1807 }
1808 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1809 {
1810 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1811 objs[0] = obj;
1812 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1813 }
1814
1815 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1816
1817 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1818 {
1819 ScenePresence targetAvatar = null;
1820 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1821 ScenePresence parcelManager = null;
1822 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1823 System.Threading.Timer Timer;
1824
1825 if (targetAvatar.UserLevel == 0)
1826 {
1827 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1828 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1829 return;
1830 if (flags == 0)
1831 {
1832 targetAvatar.AllowMovement = false;
1833 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1834 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1835 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1836 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1837 Timers.Add(targetAvatar.UUID, Timer);
1838 }
1839 else
1840 {
1841 targetAvatar.AllowMovement = true;
1842 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1843 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1844 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1845 Timers.Remove(targetAvatar.UUID);
1846 Timer.Dispose();
1847 }
1848 }
1849 }
1850 private void OnEndParcelFrozen(object avatar)
1851 {
1852 ScenePresence targetAvatar = (ScenePresence)avatar;
1853 targetAvatar.AllowMovement = true;
1854 System.Threading.Timer Timer;
1855 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1856 Timers.Remove(targetAvatar.UUID);
1857 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1858 }
1859
1860
1861 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1862 {
1863 ScenePresence targetAvatar = null;
1864 ScenePresence parcelManager = null;
1865
1866 // Must have presences
1867 if (!m_scene.TryGetScenePresence(target, out targetAvatar) ||
1868 !m_scene.TryGetScenePresence(client.AgentId, out parcelManager))
1869 return;
1870
1871 // Cannot eject estate managers or gods
1872 if (m_scene.Permissions.IsAdministrator(target))
1873 return;
1874
1875 // Check if you even have permission to do this
1876 ILandObject land = m_scene.LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1877 if (!m_scene.Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze) &&
1878 !m_scene.Permissions.IsAdministrator(client.AgentId))
1879 return;
1880
1881 Vector3 pos = m_scene.GetNearestAllowedPosition(targetAvatar, land);
1882
1883 targetAvatar.TeleportWithMomentum(pos, null);
1884 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1885 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1886
1887 if ((flags & 1) != 0) // Ban TODO: Remove magic number
1888 {
1889 LandAccessEntry entry = new LandAccessEntry();
1890 entry.AgentID = targetAvatar.UUID;
1891 entry.Flags = AccessList.Ban;
1892 entry.Expires = 0; // Perm
1893
1894 land.LandData.ParcelAccessList.Add(entry);
1895 }
1896 }
1740 1897
1741 protected void InstallInterfaces() 1898 protected void InstallInterfaces()
1742 { 1899 {
@@ -1799,5 +1956,27 @@ namespace OpenSim.Region.CoreModules.World.Land
1799 1956
1800 MainConsole.Instance.Output(report.ToString()); 1957 MainConsole.Instance.Output(report.ToString());
1801 } 1958 }
1959
1960 public void EnforceBans(ILandObject land, ScenePresence avatar)
1961 {
1962 if (avatar.AbsolutePosition.Z > LandChannel.BAN_LINE_SAFETY_HIEGHT)
1963 return;
1964
1965 if (land.IsEitherBannedOrRestricted(avatar.UUID))
1966 {
1967 if (land.ContainsPoint(Convert.ToInt32(avatar.lastKnownAllowedPosition.X), Convert.ToInt32(avatar.lastKnownAllowedPosition.Y)))
1968 {
1969 Vector3? pos = m_scene.GetNearestAllowedPosition(avatar);
1970 if (pos == null)
1971 m_scene.TeleportClientHome(avatar.UUID, avatar.ControllingClient);
1972 else
1973 ForceAvatarToPosition(avatar, (Vector3)pos);
1974 }
1975 else
1976 {
1977 ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
1978 }
1979 }
1980 }
1802 } 1981 }
1803} 1982}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 5969d45..07d00c0 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -51,6 +51,7 @@ namespace OpenSim.Region.CoreModules.World.Land
51 private bool[,] m_landBitmap = new bool[landArrayMax,landArrayMax]; 51 private bool[,] m_landBitmap = new bool[landArrayMax,landArrayMax];
52 52
53 private int m_lastSeqId = 0; 53 private int m_lastSeqId = 0;
54 private int m_expiryCounter = 0;
54 55
55 protected LandData m_landData = new LandData(); 56 protected LandData m_landData = new LandData();
56 protected Scene m_scene; 57 protected Scene m_scene;
@@ -136,6 +137,8 @@ namespace OpenSim.Region.CoreModules.World.Land
136 else 137 else
137 LandData.GroupID = UUID.Zero; 138 LandData.GroupID = UUID.Zero;
138 LandData.IsGroupOwned = is_group_owned; 139 LandData.IsGroupOwned = is_group_owned;
140
141 m_scene.EventManager.OnFrame += OnFrame;
139 } 142 }
140 143
141 #endregion 144 #endregion
@@ -194,10 +197,27 @@ namespace OpenSim.Region.CoreModules.World.Land
194 else 197 else
195 { 198 {
196 // Normal Calculations 199 // Normal Calculations
197 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 200 int parcelMax = (int)((long)LandData.Area
198 * (float)m_scene.RegionInfo.ObjectCapacity 201 * (long)m_scene.RegionInfo.ObjectCapacity
199 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 202 * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus
200 // TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL! 203 / 65536L);
204 //m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
205 return parcelMax;
206 }
207 }
208
209 private int GetParcelBasePrimCount()
210 {
211 if (overrideParcelMaxPrimCount != null)
212 {
213 return overrideParcelMaxPrimCount(this);
214 }
215 else
216 {
217 // Normal Calculations
218 int parcelMax = (int)((long)LandData.Area
219 * (long)m_scene.RegionInfo.ObjectCapacity
220 / 65536L);
201 return parcelMax; 221 return parcelMax;
202 } 222 }
203 } 223 }
@@ -211,8 +231,9 @@ namespace OpenSim.Region.CoreModules.World.Land
211 else 231 else
212 { 232 {
213 //Normal Calculations 233 //Normal Calculations
214 int simMax = (int)(((float)LandData.SimwideArea / 65536.0f) 234 int simMax = (int)((long)LandData.SimwideArea
215 * (float)m_scene.RegionInfo.ObjectCapacity); 235 * (long)m_scene.RegionInfo.ObjectCapacity / 65536L);
236 // m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}", LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax);
216 return simMax; 237 return simMax;
217 } 238 }
218 } 239 }
@@ -249,7 +270,7 @@ namespace OpenSim.Region.CoreModules.World.Land
249 remote_client.SendLandProperties(seq_id, 270 remote_client.SendLandProperties(seq_id,
250 snap_selection, request_result, this, 271 snap_selection, request_result, this,
251 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 272 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
252 GetParcelMaxPrimCount(), 273 GetParcelBasePrimCount(),
253 GetSimulatorMaxPrimCount(), regionFlags); 274 GetSimulatorMaxPrimCount(), regionFlags);
254 } 275 }
255 276
@@ -309,7 +330,7 @@ namespace OpenSim.Region.CoreModules.World.Land
309 330
310 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 331 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
311 ParcelFlags.AllowPublish | 332 ParcelFlags.AllowPublish |
312 ParcelFlags.MaturePublish); 333 ParcelFlags.MaturePublish) | (uint)(1 << 23);
313 } 334 }
314 335
315 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 336 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
@@ -421,6 +442,19 @@ namespace OpenSim.Region.CoreModules.World.Land
421 return false; 442 return false;
422 } 443 }
423 444
445 public bool CanBeOnThisLand(UUID avatar, float posHeight)
446 {
447 if (posHeight < LandChannel.BAN_LINE_SAFETY_HIEGHT && IsBannedFromLand(avatar))
448 {
449 return false;
450 }
451 else if (IsRestrictedFromLand(avatar))
452 {
453 return false;
454 }
455 return true;
456 }
457
424 public bool HasGroupAccess(UUID avatar) 458 public bool HasGroupAccess(UUID avatar)
425 { 459 {
426 if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup) 460 if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
@@ -1185,6 +1219,17 @@ namespace OpenSim.Region.CoreModules.World.Land
1185 1219
1186 #endregion 1220 #endregion
1187 1221
1222 private void OnFrame()
1223 {
1224 m_expiryCounter++;
1225
1226 if (m_expiryCounter >= 50)
1227 {
1228 ExpireAccessList();
1229 m_expiryCounter = 0;
1230 }
1231 }
1232
1188 private void ExpireAccessList() 1233 private void ExpireAccessList()
1189 { 1234 {
1190 List<LandAccessEntry> delete = new List<LandAccessEntry>(); 1235 List<LandAccessEntry> delete = new List<LandAccessEntry>();
@@ -1195,7 +1240,22 @@ namespace OpenSim.Region.CoreModules.World.Land
1195 delete.Add(entry); 1240 delete.Add(entry);
1196 } 1241 }
1197 foreach (LandAccessEntry entry in delete) 1242 foreach (LandAccessEntry entry in delete)
1243 {
1198 LandData.ParcelAccessList.Remove(entry); 1244 LandData.ParcelAccessList.Remove(entry);
1245 ScenePresence presence;
1246
1247 if (m_scene.TryGetScenePresence(entry.AgentID, out presence) && (!presence.IsChildAgent))
1248 {
1249 ILandObject land = m_scene.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
1250 if (land.LandData.LocalID == LandData.LocalID)
1251 {
1252 Vector3 pos = m_scene.GetNearestAllowedPosition(presence, land);
1253 presence.TeleportWithMomentum(pos, null);
1254 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
1255 }
1256 }
1257 m_log.DebugFormat("[LAND]: Removing entry {0} because it has expired", entry.AgentID);
1258 }
1199 1259
1200 if (delete.Count > 0) 1260 if (delete.Count > 0)
1201 m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this); 1261 m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this);
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
index 9b51cc8..771fdd2 100644
--- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
@@ -207,7 +207,7 @@ namespace OpenSim.Region.CoreModules.World.Land
207 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts)) 207 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
208 { 208 {
209 UUID landOwner = landData.OwnerID; 209 UUID landOwner = landData.OwnerID;
210 int partCount = obj.Parts.Length; 210 int partCount = obj.GetPartCount();
211 211
212 m_SimwideCounts[landOwner] += partCount; 212 m_SimwideCounts[landOwner] += partCount;
213 if (parcelCounts.Users.ContainsKey(obj.OwnerID)) 213 if (parcelCounts.Users.ContainsKey(obj.OwnerID))
@@ -597,4 +597,4 @@ namespace OpenSim.Region.CoreModules.World.Land
597 } 597 }
598 } 598 }
599 } 599 }
600} \ No newline at end of file 600}
diff --git a/OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs b/OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs
index 4e20196..6f92ef6 100644
--- a/OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs
+++ b/OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs
@@ -190,6 +190,9 @@ namespace OpenSim.Region.CoreModules.World.LightShare
190 190
191 public void SendProfileToClient(IClientAPI client, RegionLightShareData wl) 191 public void SendProfileToClient(IClientAPI client, RegionLightShareData wl)
192 { 192 {
193 if (client == null)
194 return;
195
193 if (m_enableWindlight) 196 if (m_enableWindlight)
194 { 197 {
195 if (m_scene.RegionInfo.WindlightSettings.valid) 198 if (m_scene.RegionInfo.WindlightSettings.valid)
@@ -207,7 +210,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare
207 210
208 private void EventManager_OnMakeRootAgent(ScenePresence presence) 211 private void EventManager_OnMakeRootAgent(ScenePresence presence)
209 { 212 {
210 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client"); 213 if (m_enableWindlight && m_scene.RegionInfo.WindlightSettings.valid)
214 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
211 SendProfileToClient(presence.ControllingClient); 215 SendProfileToClient(presence.ControllingClient);
212 } 216 }
213 217
diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
index 1e4f0a4..eb4731c 100644
--- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
+++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
@@ -176,6 +176,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
176 return false; 176 return false;
177 } 177 }
178 178
179 if ((perms & (uint)PermissionMask.Copy) == 0)
180 {
181 if (m_dialogModule != null)
182 m_dialogModule.SendAlertToUser(remoteClient, "This sale has been blocked by the permissions system");
183 return false;
184 }
185
179 AssetBase asset = m_scene.CreateAsset( 186 AssetBase asset = m_scene.CreateAsset(
180 group.GetPartName(localID), 187 group.GetPartName(localID),
181 group.GetPartDescription(localID), 188 group.GetPartDescription(localID),
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index 249a40d..9c441ed 100644
--- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
+++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
@@ -29,6 +29,8 @@ using System;
29using System.Linq; 29using System.Linq;
30using System.Reflection; 30using System.Reflection;
31using System.Timers; 31using System.Timers;
32using System.IO;
33using System.Diagnostics;
32using System.Threading; 34using System.Threading;
33using System.Collections.Generic; 35using System.Collections.Generic;
34using log4net; 36using log4net;
@@ -57,13 +59,24 @@ namespace OpenSim.Region.CoreModules.World.Region
57 protected UUID m_Initiator; 59 protected UUID m_Initiator;
58 protected bool m_Notice = false; 60 protected bool m_Notice = false;
59 protected IDialogModule m_DialogModule = null; 61 protected IDialogModule m_DialogModule = null;
62 protected string m_MarkerPath = String.Empty;
63 private int[] m_CurrentAlerts = null;
60 64
61 public void Initialise(IConfigSource config) 65 public void Initialise(IConfigSource config)
62 { 66 {
67 IConfig restartConfig = config.Configs["RestartModule"];
68 if (restartConfig != null)
69 {
70 m_MarkerPath = restartConfig.GetString("MarkerPath", String.Empty);
71 }
63 } 72 }
64 73
65 public void AddRegion(Scene scene) 74 public void AddRegion(Scene scene)
66 { 75 {
76 if (m_MarkerPath != String.Empty)
77 File.Delete(Path.Combine(m_MarkerPath,
78 scene.RegionInfo.RegionID.ToString()));
79
67 m_Scene = scene; 80 m_Scene = scene;
68 81
69 scene.RegisterModuleInterface<IRestartModule>(this); 82 scene.RegisterModuleInterface<IRestartModule>(this);
@@ -122,6 +135,7 @@ namespace OpenSim.Region.CoreModules.World.Region
122 135
123 if (alerts == null) 136 if (alerts == null)
124 { 137 {
138 CreateMarkerFile();
125 m_Scene.RestartNow(); 139 m_Scene.RestartNow();
126 return; 140 return;
127 } 141 }
@@ -129,25 +143,28 @@ namespace OpenSim.Region.CoreModules.World.Region
129 m_Message = message; 143 m_Message = message;
130 m_Initiator = initiator; 144 m_Initiator = initiator;
131 m_Notice = notice; 145 m_Notice = notice;
146 m_CurrentAlerts = alerts;
132 m_Alerts = new List<int>(alerts); 147 m_Alerts = new List<int>(alerts);
133 m_Alerts.Sort(); 148 m_Alerts.Sort();
134 m_Alerts.Reverse(); 149 m_Alerts.Reverse();
135 150
136 if (m_Alerts[0] == 0) 151 if (m_Alerts[0] == 0)
137 { 152 {
153 CreateMarkerFile();
138 m_Scene.RestartNow(); 154 m_Scene.RestartNow();
139 return; 155 return;
140 } 156 }
141 157
142 int nextInterval = DoOneNotice(); 158 int nextInterval = DoOneNotice(true);
143 159
144 SetTimer(nextInterval); 160 SetTimer(nextInterval);
145 } 161 }
146 162
147 public int DoOneNotice() 163 public int DoOneNotice(bool sendOut)
148 { 164 {
149 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 165 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
150 { 166 {
167 CreateMarkerFile();
151 m_Scene.RestartNow(); 168 m_Scene.RestartNow();
152 return 0; 169 return 0;
153 } 170 }
@@ -168,34 +185,37 @@ namespace OpenSim.Region.CoreModules.World.Region
168 185
169 m_Alerts.RemoveAt(0); 186 m_Alerts.RemoveAt(0);
170 187
171 int minutes = currentAlert / 60; 188 if (sendOut)
172 string currentAlertString = String.Empty;
173 if (minutes > 0)
174 { 189 {
175 if (minutes == 1) 190 int minutes = currentAlert / 60;
176 currentAlertString += "1 minute"; 191 string currentAlertString = String.Empty;
177 else 192 if (minutes > 0)
178 currentAlertString += String.Format("{0} minutes", minutes); 193 {
194 if (minutes == 1)
195 currentAlertString += "1 minute";
196 else
197 currentAlertString += String.Format("{0} minutes", minutes);
198 if ((currentAlert % 60) != 0)
199 currentAlertString += " and ";
200 }
179 if ((currentAlert % 60) != 0) 201 if ((currentAlert % 60) != 0)
180 currentAlertString += " and "; 202 {
181 } 203 int seconds = currentAlert % 60;
182 if ((currentAlert % 60) != 0) 204 if (seconds == 1)
183 { 205 currentAlertString += "1 second";
184 int seconds = currentAlert % 60; 206 else
185 if (seconds == 1) 207 currentAlertString += String.Format("{0} seconds", seconds);
186 currentAlertString += "1 second"; 208 }
187 else
188 currentAlertString += String.Format("{0} seconds", seconds);
189 }
190 209
191 string msg = String.Format(m_Message, currentAlertString); 210 string msg = String.Format(m_Message, currentAlertString);
192 211
193 if (m_DialogModule != null && msg != String.Empty) 212 if (m_DialogModule != null && msg != String.Empty)
194 { 213 {
195 if (m_Notice) 214 if (m_Notice)
196 m_DialogModule.SendGeneralAlert(msg); 215 m_DialogModule.SendGeneralAlert(msg);
197 else 216 else
198 m_DialogModule.SendNotificationToUsersInRegion(m_Initiator, "System", msg); 217 m_DialogModule.SendNotificationToUsersInRegion(m_Initiator, "System", msg);
218 }
199 } 219 }
200 220
201 return currentAlert - nextAlert; 221 return currentAlert - nextAlert;
@@ -212,7 +232,25 @@ namespace OpenSim.Region.CoreModules.World.Region
212 232
213 private void OnTimer(object source, ElapsedEventArgs e) 233 private void OnTimer(object source, ElapsedEventArgs e)
214 { 234 {
215 int nextInterval = DoOneNotice(); 235 int nextInterval = DoOneNotice(true);
236
237 SetTimer(nextInterval);
238 }
239
240 public void DelayRestart(int seconds, string message)
241 {
242 if (m_CountdownTimer == null)
243 return;
244
245 m_CountdownTimer.Stop();
246 m_CountdownTimer = null;
247
248 m_Alerts = new List<int>(m_CurrentAlerts);
249 m_Alerts.Add(seconds);
250 m_Alerts.Sort();
251 m_Alerts.Reverse();
252
253 int nextInterval = DoOneNotice(false);
216 254
217 SetTimer(nextInterval); 255 SetTimer(nextInterval);
218 } 256 }
@@ -226,6 +264,9 @@ namespace OpenSim.Region.CoreModules.World.Region
226 if (m_DialogModule != null && message != String.Empty) 264 if (m_DialogModule != null && message != String.Empty)
227 m_DialogModule.SendGeneralAlert(message); 265 m_DialogModule.SendGeneralAlert(message);
228 } 266 }
267 if (m_MarkerPath != String.Empty)
268 File.Delete(Path.Combine(m_MarkerPath,
269 m_Scene.RegionInfo.RegionID.ToString()));
229 } 270 }
230 271
231 private void HandleRegionRestart(string module, string[] args) 272 private void HandleRegionRestart(string module, string[] args)
@@ -270,5 +311,25 @@ namespace OpenSim.Region.CoreModules.World.Region
270 311
271 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 312 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
272 } 313 }
314
315 protected void CreateMarkerFile()
316 {
317 if (m_MarkerPath == String.Empty)
318 return;
319
320 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
321 try
322 {
323 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
324 FileStream fs = File.Create(path);
325 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
326 Byte[] buf = enc.GetBytes(pidstring);
327 fs.Write(buf, 0, buf.Length);
328 fs.Close();
329 }
330 catch (Exception)
331 {
332 }
333 }
273 } 334 }
274} \ No newline at end of file 335} \ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index fd30c46..4d738a5 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -644,6 +644,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
644 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 644 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
645 m_scene.SaveTerrain(); 645 m_scene.SaveTerrain();
646 646
647 m_scene.EventManager.TriggerTerrainUpdate();
648
647 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 649 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
648 //m_scene.CreateTerrainTexture(true); 650 //m_scene.CreateTerrainTexture(true);
649 } 651 }
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
index 5e0dfa7..7ef44db 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
@@ -65,6 +65,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
65 private bool m_useAntiAliasing = false; // TODO: Make this a config option 65 private bool m_useAntiAliasing = false; // TODO: Make this a config option
66 private bool m_Enabled = false; 66 private bool m_Enabled = false;
67 67
68 private Bitmap lastImage = null;
69 private DateTime lastImageTime = DateTime.MinValue;
70
68 #region Region Module interface 71 #region Region Module interface
69 72
70 public void Initialise(IConfigSource source) 73 public void Initialise(IConfigSource source)
@@ -87,14 +90,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
87 90
88 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); 91 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
89 if (renderers.Count > 0) 92 if (renderers.Count > 0)
90 { 93 m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]);
91 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
92 m_log.DebugFormat("[WARP 3D IMAGE MODULE]: Loaded prim mesher {0}", m_primMesher);
93 }
94 else 94 else
95 { 95 m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
96 m_log.Debug("[WARP 3D IMAGE MODULE]: No prim mesher loaded, prim rendering will be disabled");
97 }
98 96
99 m_scene.RegisterModuleInterface<IMapImageGenerator>(this); 97 m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
100 } 98 }
@@ -127,9 +125,25 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
127 125
128 public Bitmap CreateMapTile() 126 public Bitmap CreateMapTile()
129 { 127 {
128 if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
129 {
130 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
131 }
132
133 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
134 if (renderers.Count > 0)
135 {
136 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
137 }
138
130 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f); 139 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
131 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize); 140 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
132 return CreateMapTile(viewport, false); 141 Bitmap tile = CreateMapTile(viewport, false);
142 m_primMesher = null;
143
144 lastImage = tile;
145 lastImageTime = DateTime.Now;
146 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
133 } 147 }
134 148
135 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) 149 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index 708a9a2..4c96a50 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
@@ -128,85 +128,93 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
128 128
129 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags) 129 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags)
130 { 130 {
131 List<MapBlockData> blocks = new List<MapBlockData>(); 131 Util.FireAndForget(x =>
132 MapBlockData data;
133 if (mapName.Length < 3 || (mapName.EndsWith("#") && mapName.Length < 4))
134 { 132 {
133 if (mapName.Length < 2)
134 {
135 remoteClient.SendAlertMessage("Use a search string with at least 2 characters");
136 return;
137 }
138
139 //m_log.DebugFormat("MAP NAME=({0})", mapName);
140
141 // Hack to get around the fact that ll V3 now drops the port from the
142 // map name. See https://jira.secondlife.com/browse/VWR-28570
143 //
144 // Caller, use this magic form instead:
145 // secondlife://http|!!mygrid.com|8002|Region+Name/128/128
146 // or url encode if possible.
147 // the hacks we do with this viewer...
148 //
149 string mapNameOrig = mapName;
150 if (mapName.Contains("|"))
151 mapName = mapName.Replace('|', ':');
152 if (mapName.Contains("+"))
153 mapName = mapName.Replace('+', ' ');
154 if (mapName.Contains("!"))
155 mapName = mapName.Replace('!', '/');
156
157 // try to fetch from GridServer
158 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20);
159 // if (regionInfos.Count == 0)
160 // remoteClient.SendAlertMessage("Hyperlink could not be established.");
161
162 //m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions", mapName, regionInfos.Count);
163 List<MapBlockData> blocks = new List<MapBlockData>();
164
165 MapBlockData data;
166 if (regionInfos.Count > 0)
167 {
168 foreach (GridRegion info in regionInfos)
169 {
170 data = new MapBlockData();
171 data.Agents = 0;
172 data.Access = info.Access;
173 if (flags == 2) // V2 sends this
174 data.MapImageId = UUID.Zero;
175 else
176 data.MapImageId = info.TerrainImage;
177 // ugh! V2-3 is very sensitive about the result being
178 // exactly the same as the requested name
179 if (regionInfos.Count == 1 && mapNameOrig.Contains("|") || mapNameOrig.Contains("+"))
180 data.Name = mapNameOrig;
181 else
182 data.Name = info.RegionName;
183 data.RegionFlags = 0; // TODO not used?
184 data.WaterHeight = 0; // not used
185 data.X = (ushort)(info.RegionLocX / Constants.RegionSize);
186 data.Y = (ushort)(info.RegionLocY / Constants.RegionSize);
187 blocks.Add(data);
188 }
189 }
190
135 // final block, closing the search result 191 // final block, closing the search result
136 AddFinalBlock(blocks); 192 data = new MapBlockData();
193 data.Agents = 0;
194 data.Access = 255;
195 data.MapImageId = UUID.Zero;
196 data.Name = mapName;
197 data.RegionFlags = 0;
198 data.WaterHeight = 0; // not used
199 data.X = 0;
200 data.Y = 0;
201 blocks.Add(data);
137 202
138 // flags are agent flags sent from the viewer. 203 // flags are agent flags sent from the viewer.
139 // they have different values depending on different viewers, apparently 204 // they have different values depending on different viewers, apparently
140 remoteClient.SendMapBlock(blocks, flags); 205 remoteClient.SendMapBlock(blocks, flags);
141 remoteClient.SendAlertMessage("Use a search string with at least 3 characters");
142 return;
143 }
144
145 206
146 //m_log.DebugFormat("MAP NAME=({0})", mapName); 207 // send extra user messages for V3
147 208 // because the UI is very confusing
148 // Hack to get around the fact that ll V3 now drops the port from the 209 // while we don't fix the hard-coded urls
149 // map name. See https://jira.secondlife.com/browse/VWR-28570 210 if (flags == 2)
150 //
151 // Caller, use this magic form instead:
152 // secondlife://http|!!mygrid.com|8002|Region+Name/128/128
153 // or url encode if possible.
154 // the hacks we do with this viewer...
155 //
156 string mapNameOrig = mapName;
157 if (mapName.Contains("|"))
158 mapName = mapName.Replace('|', ':');
159 if (mapName.Contains("+"))
160 mapName = mapName.Replace('+', ' ');
161 if (mapName.Contains("!"))
162 mapName = mapName.Replace('!', '/');
163
164 // try to fetch from GridServer
165 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20);
166
167 m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags);
168 if (regionInfos.Count > 0)
169 {
170 foreach (GridRegion info in regionInfos)
171 { 211 {
172 data = new MapBlockData(); 212 if (regionInfos.Count == 0)
173 data.Agents = 0; 213 remoteClient.SendAgentAlertMessage("No regions found with that name.", true);
174 data.Access = info.Access; 214 else if (regionInfos.Count == 1)
175 if (flags == 2) // V2 sends this 215 remoteClient.SendAgentAlertMessage("Region found!", false);
176 data.MapImageId = UUID.Zero;
177 else
178 data.MapImageId = info.TerrainImage;
179 // ugh! V2-3 is very sensitive about the result being
180 // exactly the same as the requested name
181 if (regionInfos.Count == 1 && mapNameOrig.Contains("|") || mapNameOrig.Contains("+"))
182 data.Name = mapNameOrig;
183 else
184 data.Name = info.RegionName;
185 data.RegionFlags = 0; // TODO not used?
186 data.WaterHeight = 0; // not used
187 data.X = (ushort)(info.RegionLocX / Constants.RegionSize);
188 data.Y = (ushort)(info.RegionLocY / Constants.RegionSize);
189 blocks.Add(data);
190 } 216 }
191 } 217 });
192
193 // final block, closing the search result
194 AddFinalBlock(blocks);
195
196 // flags are agent flags sent from the viewer.
197 // they have different values depending on different viewers, apparently
198 remoteClient.SendMapBlock(blocks, flags);
199
200 // send extra user messages for V3
201 // because the UI is very confusing
202 // while we don't fix the hard-coded urls
203 if (flags == 2)
204 {
205 if (regionInfos.Count == 0)
206 remoteClient.SendAlertMessage("No regions found with that name.");
207 else if (regionInfos.Count == 1)
208 remoteClient.SendAlertMessage("Region found!");
209 }
210 } 218 }
211 219
212 private void AddFinalBlock(List<MapBlockData> blocks) 220 private void AddFinalBlock(List<MapBlockData> blocks)
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index e2f525c..2184a59 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -66,7 +66,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
66 private static readonly UUID STOP_UUID = UUID.Random(); 66 private static readonly UUID STOP_UUID = UUID.Random();
67 private static readonly string m_mapLayerPath = "0001/"; 67 private static readonly string m_mapLayerPath = "0001/";
68 68
69 private OpenSim.Framework.BlockingQueue<MapRequestState> requests = new OpenSim.Framework.BlockingQueue<MapRequestState>(); 69 private ManualResetEvent queueEvent = new ManualResetEvent(false);
70 private Queue<MapRequestState> requests = new Queue<MapRequestState>();
71
72 private ManualResetEvent m_mapBlockRequestEvent = new ManualResetEvent(false);
73 private Dictionary<UUID, Queue<MapBlockRequestData>> m_mapBlockRequests = new Dictionary<UUID, Queue<MapBlockRequestData>>();
70 74
71 protected Scene m_scene; 75 protected Scene m_scene;
72 private List<MapBlockData> cachedMapBlocks = new List<MapBlockData>(); 76 private List<MapBlockData> cachedMapBlocks = new List<MapBlockData>();
@@ -74,7 +78,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
74 private int blacklistTimeout = 10*60*1000; // 10 minutes 78 private int blacklistTimeout = 10*60*1000; // 10 minutes
75 private byte[] myMapImageJPEG; 79 private byte[] myMapImageJPEG;
76 protected volatile bool m_Enabled = false; 80 protected volatile bool m_Enabled = false;
77 private Dictionary<UUID, MapRequestState> m_openRequests = new Dictionary<UUID, MapRequestState>();
78 private Dictionary<string, int> m_blacklistedurls = new Dictionary<string, int>(); 81 private Dictionary<string, int> m_blacklistedurls = new Dictionary<string, int>();
79 private Dictionary<ulong, int> m_blacklistedregions = new Dictionary<ulong, int>(); 82 private Dictionary<ulong, int> m_blacklistedregions = new Dictionary<ulong, int>();
80 private Dictionary<ulong, string> m_cachedRegionMapItemsAddress = new Dictionary<ulong, string>(); 83 private Dictionary<ulong, string> m_cachedRegionMapItemsAddress = new Dictionary<ulong, string>();
@@ -231,54 +234,54 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
231 // 6/8/2011 -- I'm adding an explicit 2048 check, so that we never forget that there is 234 // 6/8/2011 -- I'm adding an explicit 2048 check, so that we never forget that there is
232 // a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks. 235 // a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks.
233 236
234 if (m_scene.RegionInfo.RegionLocX >= 2048 || m_scene.RegionInfo.RegionLocY >= 2048) 237 //if (m_scene.RegionInfo.RegionLocX >= 2048 || m_scene.RegionInfo.RegionLocY >= 2048)
235 { 238 //{
236 ScenePresence avatarPresence = null; 239 // ScenePresence avatarPresence = null;
237 240
238 m_scene.TryGetScenePresence(agentID, out avatarPresence); 241 // m_scene.TryGetScenePresence(agentID, out avatarPresence);
239 242
240 if (avatarPresence != null) 243 // if (avatarPresence != null)
241 { 244 // {
242 bool lookup = false; 245 // bool lookup = false;
243 246
244 lock (cachedMapBlocks) 247 // lock (cachedMapBlocks)
245 { 248 // {
246 if (cachedMapBlocks.Count > 0 && ((cachedTime + 1800) > Util.UnixTimeSinceEpoch())) 249 // if (cachedMapBlocks.Count > 0 && ((cachedTime + 1800) > Util.UnixTimeSinceEpoch()))
247 { 250 // {
248 List<MapBlockData> mapBlocks; 251 // List<MapBlockData> mapBlocks;
249 252
250 mapBlocks = cachedMapBlocks; 253 // mapBlocks = cachedMapBlocks;
251 avatarPresence.ControllingClient.SendMapBlock(mapBlocks, 0); 254 // avatarPresence.ControllingClient.SendMapBlock(mapBlocks, 0);
252 } 255 // }
253 else 256 // else
254 { 257 // {
255 lookup = true; 258 // lookup = true;
256 } 259 // }
257 } 260 // }
258 if (lookup) 261 // if (lookup)
259 { 262 // {
260 List<MapBlockData> mapBlocks = new List<MapBlockData>(); ; 263 // List<MapBlockData> mapBlocks = new List<MapBlockData>(); ;
261 264
262 List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID, 265 // List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID,
263 (int)(m_scene.RegionInfo.RegionLocX - 8) * (int)Constants.RegionSize, 266 // (int)(m_scene.RegionInfo.RegionLocX - 8) * (int)Constants.RegionSize,
264 (int)(m_scene.RegionInfo.RegionLocX + 8) * (int)Constants.RegionSize, 267 // (int)(m_scene.RegionInfo.RegionLocX + 8) * (int)Constants.RegionSize,
265 (int)(m_scene.RegionInfo.RegionLocY - 8) * (int)Constants.RegionSize, 268 // (int)(m_scene.RegionInfo.RegionLocY - 8) * (int)Constants.RegionSize,
266 (int)(m_scene.RegionInfo.RegionLocY + 8) * (int)Constants.RegionSize); 269 // (int)(m_scene.RegionInfo.RegionLocY + 8) * (int)Constants.RegionSize);
267 foreach (GridRegion r in regions) 270 // foreach (GridRegion r in regions)
268 { 271 // {
269 MapBlockData block = new MapBlockData(); 272 // MapBlockData block = new MapBlockData();
270 MapBlockFromGridRegion(block, r, 0); 273 // MapBlockFromGridRegion(block, r, 0);
271 mapBlocks.Add(block); 274 // mapBlocks.Add(block);
272 } 275 // }
273 avatarPresence.ControllingClient.SendMapBlock(mapBlocks, 0); 276 // avatarPresence.ControllingClient.SendMapBlock(mapBlocks, 0);
274 277
275 lock (cachedMapBlocks) 278 // lock (cachedMapBlocks)
276 cachedMapBlocks = mapBlocks; 279 // cachedMapBlocks = mapBlocks;
277 280
278 cachedTime = Util.UnixTimeSinceEpoch(); 281 // cachedTime = Util.UnixTimeSinceEpoch();
279 } 282 // }
280 } 283 // }
281 } 284 //}
282 285
283 LLSDMapLayerResponse mapResponse = new LLSDMapLayerResponse(); 286 LLSDMapLayerResponse mapResponse = new LLSDMapLayerResponse();
284 mapResponse.LayerData.Array.Add(GetOSDMapLayerResponse()); 287 mapResponse.LayerData.Array.Add(GetOSDMapLayerResponse());
@@ -305,8 +308,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
305 protected static OSDMapLayer GetOSDMapLayerResponse() 308 protected static OSDMapLayer GetOSDMapLayerResponse()
306 { 309 {
307 OSDMapLayer mapLayer = new OSDMapLayer(); 310 OSDMapLayer mapLayer = new OSDMapLayer();
308 mapLayer.Right = 5000; 311 mapLayer.Right = 2048;
309 mapLayer.Top = 5000; 312 mapLayer.Top = 2048;
310 mapLayer.ImageID = new UUID("00000000-0000-1111-9999-000000000006"); 313 mapLayer.ImageID = new UUID("00000000-0000-1111-9999-000000000006");
311 314
312 return mapLayer; 315 return mapLayer;
@@ -335,6 +338,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
335 { 338 {
336 m_rootAgents.Remove(AgentId); 339 m_rootAgents.Remove(AgentId);
337 } 340 }
341 lock (m_mapBlockRequestEvent)
342 {
343 if (m_mapBlockRequests.ContainsKey(AgentId))
344 m_mapBlockRequests.Remove(AgentId);
345 }
338 } 346 }
339 #endregion 347 #endregion
340 348
@@ -357,6 +365,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
357 ThreadPriority.BelowNormal, 365 ThreadPriority.BelowNormal,
358 true, 366 true,
359 true); 367 true);
368 Watchdog.StartThread(
369 MapBlockSendThread,
370 string.Format("MapBlockSendThread ({0})", m_scene.RegionInfo.RegionName),
371 ThreadPriority.BelowNormal,
372 true,
373 true);
360 } 374 }
361 375
362 /// <summary> 376 /// <summary>
@@ -372,7 +386,27 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
372 st.itemtype=0; 386 st.itemtype=0;
373 st.regionhandle=0; 387 st.regionhandle=0;
374 388
375 requests.Enqueue(st); 389 lock (requests)
390 {
391 queueEvent.Set();
392 requests.Enqueue(st);
393 }
394
395 MapBlockRequestData req = new MapBlockRequestData();
396
397 req.client = null;
398 req.minX = 0;
399 req.maxX = 0;
400 req.minY = 0;
401 req.maxY = 0;
402 req.flags = 0;
403
404 lock (m_mapBlockRequestEvent)
405 {
406 m_mapBlockRequests[UUID.Zero] = new Queue<MapBlockRequestData>();
407 m_mapBlockRequests[UUID.Zero].Enqueue(req);
408 m_mapBlockRequestEvent.Set();
409 }
376 } 410 }
377 411
378 public virtual void HandleMapItemRequest(IClientAPI remoteClient, uint flags, 412 public virtual void HandleMapItemRequest(IClientAPI remoteClient, uint flags,
@@ -528,7 +562,21 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
528 { 562 {
529 while (true) 563 while (true)
530 { 564 {
531 MapRequestState st = requests.Dequeue(1000); 565 MapRequestState st = new MapRequestState();
566 bool valid = false;
567 queueEvent.WaitOne();
568 lock (requests)
569 {
570 if (requests.Count > 0)
571 {
572 st = requests.Dequeue();
573 valid = true;
574 }
575 if (requests.Count == 0)
576 queueEvent.Reset();
577 }
578 if (!valid)
579 continue;
532 580
533 // end gracefully 581 // end gracefully
534 if (st.agentID == STOP_UUID) 582 if (st.agentID == STOP_UUID)
@@ -546,13 +594,13 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
546 if (dorequest && !m_blacklistedregions.ContainsKey(st.regionhandle)) 594 if (dorequest && !m_blacklistedregions.ContainsKey(st.regionhandle))
547 { 595 {
548 while (nAsyncRequests >= MAX_ASYNC_REQUESTS) // hit the break 596 while (nAsyncRequests >= MAX_ASYNC_REQUESTS) // hit the break
549 Thread.Sleep(80); 597 Thread.Sleep(100);
550 598
551 RequestMapItemsDelegate d = RequestMapItemsAsync;
552 d.BeginInvoke(st.agentID, st.flags, st.EstateID, st.godlike, st.itemtype, st.regionhandle, RequestMapItemsCompleted, null);
553 //OSDMap response = RequestMapItemsAsync(st.agentID, st.flags, st.EstateID, st.godlike, st.itemtype, st.regionhandle);
554 //RequestMapItemsCompleted(response);
555 Interlocked.Increment(ref nAsyncRequests); 599 Interlocked.Increment(ref nAsyncRequests);
600 Util.FireAndForget(x =>
601 {
602 RequestMapItemsAsync(st.agentID, st.flags, st.EstateID, st.godlike, st.itemtype, st.regionhandle);
603 });
556 } 604 }
557 } 605 }
558 606
@@ -574,110 +622,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
574 /// <param name="state"></param> 622 /// <param name="state"></param>
575 public void EnqueueMapItemRequest(MapRequestState state) 623 public void EnqueueMapItemRequest(MapRequestState state)
576 { 624 {
577 requests.Enqueue(state); 625 lock (requests)
578 }
579
580 /// <summary>
581 /// Sends the mapitem response to the IClientAPI
582 /// </summary>
583 /// <param name="response">The OSDMap Response for the mapitem</param>
584 private void RequestMapItemsCompleted(IAsyncResult iar)
585 {
586 AsyncResult result = (AsyncResult)iar;
587 RequestMapItemsDelegate icon = (RequestMapItemsDelegate)result.AsyncDelegate;
588
589 OSDMap response = (OSDMap)icon.EndInvoke(iar);
590
591 Interlocked.Decrement(ref nAsyncRequests);
592
593 if (!response.ContainsKey("requestID"))
594 return;
595
596 UUID requestID = response["requestID"].AsUUID();
597
598 if (requestID != UUID.Zero)
599 { 626 {
600 MapRequestState mrs = new MapRequestState(); 627 queueEvent.Set();
601 mrs.agentID = UUID.Zero; 628 requests.Enqueue(state);
602 lock (m_openRequests)
603 {
604 if (m_openRequests.ContainsKey(requestID))
605 {
606 mrs = m_openRequests[requestID];
607 m_openRequests.Remove(requestID);
608 }
609 }
610
611 if (mrs.agentID != UUID.Zero)
612 {
613 ScenePresence av = null;
614 m_scene.TryGetScenePresence(mrs.agentID, out av);
615 if (av != null)
616 {
617 if (response.ContainsKey(mrs.itemtype.ToString()))
618 {
619 List<mapItemReply> returnitems = new List<mapItemReply>();
620 OSDArray itemarray = (OSDArray)response[mrs.itemtype.ToString()];
621 for (int i = 0; i < itemarray.Count; i++)
622 {
623 OSDMap mapitem = (OSDMap)itemarray[i];
624 mapItemReply mi = new mapItemReply();
625 mi.x = (uint)mapitem["X"].AsInteger();
626 mi.y = (uint)mapitem["Y"].AsInteger();
627 mi.id = mapitem["ID"].AsUUID();
628 mi.Extra = mapitem["Extra"].AsInteger();
629 mi.Extra2 = mapitem["Extra2"].AsInteger();
630 mi.name = mapitem["Name"].AsString();
631 returnitems.Add(mi);
632 }
633 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), mrs.itemtype, mrs.flags);
634 }
635
636 // Service 7 (MAP_ITEM_LAND_FOR_SALE)
637 uint itemtype = 7;
638
639 if (response.ContainsKey(itemtype.ToString()))
640 {
641 List<mapItemReply> returnitems = new List<mapItemReply>();
642 OSDArray itemarray = (OSDArray)response[itemtype.ToString()];
643 for (int i = 0; i < itemarray.Count; i++)
644 {
645 OSDMap mapitem = (OSDMap)itemarray[i];
646 mapItemReply mi = new mapItemReply();
647 mi.x = (uint)mapitem["X"].AsInteger();
648 mi.y = (uint)mapitem["Y"].AsInteger();
649 mi.id = mapitem["ID"].AsUUID();
650 mi.Extra = mapitem["Extra"].AsInteger();
651 mi.Extra2 = mapitem["Extra2"].AsInteger();
652 mi.name = mapitem["Name"].AsString();
653 returnitems.Add(mi);
654 }
655 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, mrs.flags);
656 }
657
658 // Service 1 (MAP_ITEM_TELEHUB)
659 itemtype = 1;
660
661 if (response.ContainsKey(itemtype.ToString()))
662 {
663 List<mapItemReply> returnitems = new List<mapItemReply>();
664 OSDArray itemarray = (OSDArray)response[itemtype.ToString()];
665 for (int i = 0; i < itemarray.Count; i++)
666 {
667 OSDMap mapitem = (OSDMap)itemarray[i];
668 mapItemReply mi = new mapItemReply();
669 mi.x = (uint)mapitem["X"].AsInteger();
670 mi.y = (uint)mapitem["Y"].AsInteger();
671 mi.id = mapitem["ID"].AsUUID();
672 mi.Extra = mapitem["Extra"].AsInteger();
673 mi.Extra2 = mapitem["Extra2"].AsInteger();
674 mi.name = mapitem["Name"].AsString();
675 returnitems.Add(mi);
676 }
677 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, mrs.flags);
678 }
679 }
680 }
681 } 629 }
682 } 630 }
683 631
@@ -704,8 +652,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
704 EnqueueMapItemRequest(st); 652 EnqueueMapItemRequest(st);
705 } 653 }
706 654
707 private delegate OSDMap RequestMapItemsDelegate(UUID id, uint flags,
708 uint EstateID, bool godlike, uint itemtype, ulong regionhandle);
709 /// <summary> 655 /// <summary>
710 /// Does the actual remote mapitem request 656 /// Does the actual remote mapitem request
711 /// This should be called from an asynchronous thread 657 /// This should be called from an asynchronous thread
@@ -720,7 +666,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
720 /// <param name="itemtype">passed in from packet</param> 666 /// <param name="itemtype">passed in from packet</param>
721 /// <param name="regionhandle">Region we're looking up</param> 667 /// <param name="regionhandle">Region we're looking up</param>
722 /// <returns></returns> 668 /// <returns></returns>
723 private OSDMap RequestMapItemsAsync(UUID id, uint flags, 669 private void RequestMapItemsAsync(UUID id, uint flags,
724 uint EstateID, bool godlike, uint itemtype, ulong regionhandle) 670 uint EstateID, bool godlike, uint itemtype, ulong regionhandle)
725 { 671 {
726// m_log.DebugFormat("[WORLDMAP]: RequestMapItemsAsync; region handle: {0} {1}", regionhandle, itemtype); 672// m_log.DebugFormat("[WORLDMAP]: RequestMapItemsAsync; region handle: {0} {1}", regionhandle, itemtype);
@@ -743,7 +689,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
743 } 689 }
744 690
745 if (blacklisted) 691 if (blacklisted)
746 return new OSDMap(); 692 {
693 Interlocked.Decrement(ref nAsyncRequests);
694 return;
695 }
747 696
748 UUID requestID = UUID.Random(); 697 UUID requestID = UUID.Random();
749 lock (m_cachedRegionMapItemsAddress) 698 lock (m_cachedRegionMapItemsAddress)
@@ -751,6 +700,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
751 if (m_cachedRegionMapItemsAddress.ContainsKey(regionhandle)) 700 if (m_cachedRegionMapItemsAddress.ContainsKey(regionhandle))
752 httpserver = m_cachedRegionMapItemsAddress[regionhandle]; 701 httpserver = m_cachedRegionMapItemsAddress[regionhandle];
753 } 702 }
703
754 if (httpserver.Length == 0) 704 if (httpserver.Length == 0)
755 { 705 {
756 uint x = 0, y = 0; 706 uint x = 0, y = 0;
@@ -795,18 +745,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
795 745
796 // Can't find the http server 746 // Can't find the http server
797 if (httpserver.Length == 0 || blacklisted) 747 if (httpserver.Length == 0 || blacklisted)
798 return new OSDMap(); 748 {
799 749 Interlocked.Decrement(ref nAsyncRequests);
800 MapRequestState mrs = new MapRequestState(); 750 return;
801 mrs.agentID = id; 751 }
802 mrs.EstateID = EstateID;
803 mrs.flags = flags;
804 mrs.godlike = godlike;
805 mrs.itemtype=itemtype;
806 mrs.regionhandle = regionhandle;
807
808 lock (m_openRequests)
809 m_openRequests.Add(requestID, mrs);
810 752
811 WebRequest mapitemsrequest = null; 753 WebRequest mapitemsrequest = null;
812 try 754 try
@@ -816,7 +758,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
816 catch (Exception e) 758 catch (Exception e)
817 { 759 {
818 m_log.DebugFormat("[WORLD MAP]: Access to {0} failed with {1}", httpserver, e); 760 m_log.DebugFormat("[WORLD MAP]: Access to {0} failed with {1}", httpserver, e);
819 return new OSDMap(); 761 Interlocked.Decrement(ref nAsyncRequests);
762 return;
820 } 763 }
821 764
822 mapitemsrequest.Method = "POST"; 765 mapitemsrequest.Method = "POST";
@@ -841,7 +784,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
841 catch (WebException ex) 784 catch (WebException ex)
842 { 785 {
843 m_log.WarnFormat("[WORLD MAP]: Bad send on GetMapItems {0}", ex.Message); 786 m_log.WarnFormat("[WORLD MAP]: Bad send on GetMapItems {0}", ex.Message);
844 responseMap["connect"] = OSD.FromBoolean(false);
845 lock (m_blacklistedurls) 787 lock (m_blacklistedurls)
846 { 788 {
847 if (!m_blacklistedurls.ContainsKey(httpserver)) 789 if (!m_blacklistedurls.ContainsKey(httpserver))
@@ -850,13 +792,14 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
850 792
851 m_log.WarnFormat("[WORLD MAP]: Blacklisted {0}", httpserver); 793 m_log.WarnFormat("[WORLD MAP]: Blacklisted {0}", httpserver);
852 794
853 return responseMap; 795 Interlocked.Decrement(ref nAsyncRequests);
796 return;
854 } 797 }
855 catch 798 catch
856 { 799 {
857 m_log.DebugFormat("[WORLD MAP]: RequestMapItems failed for {0}", httpserver); 800 m_log.DebugFormat("[WORLD MAP]: RequestMapItems failed for {0}", httpserver);
858 responseMap["connect"] = OSD.FromBoolean(false); 801 Interlocked.Decrement(ref nAsyncRequests);
859 return responseMap; 802 return;
860 } 803 }
861 finally 804 finally
862 { 805 {
@@ -877,12 +820,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
877 } 820 }
878 else 821 else
879 { 822 {
880 return new OSDMap(); 823 Interlocked.Decrement(ref nAsyncRequests);
824 return;
881 } 825 }
882 } 826 }
883 catch (WebException) 827 catch (WebException)
884 { 828 {
885 responseMap["connect"] = OSD.FromBoolean(false);
886 lock (m_blacklistedurls) 829 lock (m_blacklistedurls)
887 { 830 {
888 if (!m_blacklistedurls.ContainsKey(httpserver)) 831 if (!m_blacklistedurls.ContainsKey(httpserver))
@@ -891,19 +834,20 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
891 834
892 m_log.WarnFormat("[WORLD MAP]: Blacklisted {0}", httpserver); 835 m_log.WarnFormat("[WORLD MAP]: Blacklisted {0}", httpserver);
893 836
894 return responseMap; 837 Interlocked.Decrement(ref nAsyncRequests);
838 return;
895 } 839 }
896 catch 840 catch
897 { 841 {
898 m_log.DebugFormat("[WORLD MAP]: RequestMapItems failed for {0}", httpserver); 842 m_log.DebugFormat("[WORLD MAP]: RequestMapItems failed for {0}", httpserver);
899 responseMap["connect"] = OSD.FromBoolean(false);
900 lock (m_blacklistedregions) 843 lock (m_blacklistedregions)
901 { 844 {
902 if (!m_blacklistedregions.ContainsKey(regionhandle)) 845 if (!m_blacklistedregions.ContainsKey(regionhandle))
903 m_blacklistedregions.Add(regionhandle, Environment.TickCount); 846 m_blacklistedregions.Add(regionhandle, Environment.TickCount);
904 } 847 }
905 848
906 return responseMap; 849 Interlocked.Decrement(ref nAsyncRequests);
850 return;
907 } 851 }
908 finally 852 finally
909 { 853 {
@@ -922,14 +866,14 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
922 catch (Exception ex) 866 catch (Exception ex)
923 { 867 {
924 m_log.InfoFormat("[WORLD MAP]: exception on parse of RequestMapItems reply from {0}: {1}", httpserver, ex.Message); 868 m_log.InfoFormat("[WORLD MAP]: exception on parse of RequestMapItems reply from {0}: {1}", httpserver, ex.Message);
925 responseMap["connect"] = OSD.FromBoolean(false);
926 lock (m_blacklistedregions) 869 lock (m_blacklistedregions)
927 { 870 {
928 if (!m_blacklistedregions.ContainsKey(regionhandle)) 871 if (!m_blacklistedregions.ContainsKey(regionhandle))
929 m_blacklistedregions.Add(regionhandle, Environment.TickCount); 872 m_blacklistedregions.Add(regionhandle, Environment.TickCount);
930 } 873 }
931 874
932 return responseMap; 875 Interlocked.Decrement(ref nAsyncRequests);
876 return;
933 } 877 }
934 } 878 }
935 879
@@ -943,7 +887,78 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
943 } 887 }
944 } 888 }
945 889
946 return responseMap; 890 Interlocked.Decrement(ref nAsyncRequests);
891
892 if (id != UUID.Zero)
893 {
894 ScenePresence av = null;
895 m_scene.TryGetScenePresence(id, out av);
896 if (av != null)
897 {
898 if (responseMap.ContainsKey(itemtype.ToString()))
899 {
900 List<mapItemReply> returnitems = new List<mapItemReply>();
901 OSDArray itemarray = (OSDArray)responseMap[itemtype.ToString()];
902 for (int i = 0; i < itemarray.Count; i++)
903 {
904 OSDMap mapitem = (OSDMap)itemarray[i];
905 mapItemReply mi = new mapItemReply();
906 mi.x = (uint)mapitem["X"].AsInteger();
907 mi.y = (uint)mapitem["Y"].AsInteger();
908 mi.id = mapitem["ID"].AsUUID();
909 mi.Extra = mapitem["Extra"].AsInteger();
910 mi.Extra2 = mapitem["Extra2"].AsInteger();
911 mi.name = mapitem["Name"].AsString();
912 returnitems.Add(mi);
913 }
914 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, flags);
915 }
916
917 // Service 7 (MAP_ITEM_LAND_FOR_SALE)
918 itemtype = 7;
919
920 if (responseMap.ContainsKey(itemtype.ToString()))
921 {
922 List<mapItemReply> returnitems = new List<mapItemReply>();
923 OSDArray itemarray = (OSDArray)responseMap[itemtype.ToString()];
924 for (int i = 0; i < itemarray.Count; i++)
925 {
926 OSDMap mapitem = (OSDMap)itemarray[i];
927 mapItemReply mi = new mapItemReply();
928 mi.x = (uint)mapitem["X"].AsInteger();
929 mi.y = (uint)mapitem["Y"].AsInteger();
930 mi.id = mapitem["ID"].AsUUID();
931 mi.Extra = mapitem["Extra"].AsInteger();
932 mi.Extra2 = mapitem["Extra2"].AsInteger();
933 mi.name = mapitem["Name"].AsString();
934 returnitems.Add(mi);
935 }
936 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, flags);
937 }
938
939 // Service 1 (MAP_ITEM_TELEHUB)
940 itemtype = 1;
941
942 if (responseMap.ContainsKey(itemtype.ToString()))
943 {
944 List<mapItemReply> returnitems = new List<mapItemReply>();
945 OSDArray itemarray = (OSDArray)responseMap[itemtype.ToString()];
946 for (int i = 0; i < itemarray.Count; i++)
947 {
948 OSDMap mapitem = (OSDMap)itemarray[i];
949 mapItemReply mi = new mapItemReply();
950 mi.x = (uint)mapitem["X"].AsInteger();
951 mi.y = (uint)mapitem["Y"].AsInteger();
952 mi.id = mapitem["ID"].AsUUID();
953 mi.Extra = mapitem["Extra"].AsInteger();
954 mi.Extra2 = mapitem["Extra2"].AsInteger();
955 mi.name = mapitem["Name"].AsString();
956 returnitems.Add(mi);
957 }
958 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, flags);
959 }
960 }
961 }
947 } 962 }
948 963
949 /// <summary> 964 /// <summary>
@@ -953,7 +968,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
953 /// <param name="minY"></param> 968 /// <param name="minY"></param>
954 /// <param name="maxX"></param> 969 /// <param name="maxX"></param>
955 /// <param name="maxY"></param> 970 /// <param name="maxY"></param>
956 public virtual void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag) 971 public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag)
957 { 972 {
958 //m_log.ErrorFormat("[YYY] RequestMapBlocks {0}={1}={2}={3} {4}", minX, minY, maxX, maxY, flag); 973 //m_log.ErrorFormat("[YYY] RequestMapBlocks {0}={1}={2}={3} {4}", minX, minY, maxX, maxY, flag);
959 if ((flag & 0x10000) != 0) // user clicked on qthe map a tile that isn't visible 974 if ((flag & 0x10000) != 0) // user clicked on qthe map a tile that isn't visible
@@ -1006,21 +1021,91 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1006 1021
1007 protected virtual List<MapBlockData> GetAndSendBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag) 1022 protected virtual List<MapBlockData> GetAndSendBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag)
1008 { 1023 {
1024 MapBlockRequestData req = new MapBlockRequestData();
1025
1026 req.client = remoteClient;
1027 req.minX = minX;
1028 req.maxX = maxX;
1029 req.minY = minY;
1030 req.maxY = maxY;
1031 req.flags = flag;
1032
1033 lock (m_mapBlockRequestEvent)
1034 {
1035 if (!m_mapBlockRequests.ContainsKey(remoteClient.AgentId))
1036 m_mapBlockRequests[remoteClient.AgentId] = new Queue<MapBlockRequestData>();
1037 m_mapBlockRequests[remoteClient.AgentId].Enqueue(req);
1038 m_mapBlockRequestEvent.Set();
1039 }
1040
1041 return new List<MapBlockData>();
1042 }
1043
1044 protected void MapBlockSendThread()
1045 {
1046 while (true)
1047 {
1048 List<MapBlockRequestData> thisRunData = new List<MapBlockRequestData>();
1049
1050 m_mapBlockRequestEvent.WaitOne();
1051 lock (m_mapBlockRequestEvent)
1052 {
1053 int total = 0;
1054 foreach (Queue<MapBlockRequestData> q in m_mapBlockRequests.Values)
1055 {
1056 if (q.Count > 0)
1057 thisRunData.Add(q.Dequeue());
1058
1059 total += q.Count;
1060 }
1061
1062 if (total == 0)
1063 m_mapBlockRequestEvent.Reset();
1064 }
1065
1066 foreach (MapBlockRequestData req in thisRunData)
1067 {
1068 // Null client stops thread
1069 if (req.client == null)
1070 return;
1071
1072 GetAndSendBlocksInternal(req.client, req.minX, req.minY, req.maxX, req.maxY, req.flags);
1073 }
1074
1075 Thread.Sleep(50);
1076 }
1077 }
1078
1079 protected virtual List<MapBlockData> GetAndSendBlocksInternal(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag)
1080 {
1081 List<MapBlockData> allBlocks = new List<MapBlockData>();
1009 List<MapBlockData> mapBlocks = new List<MapBlockData>(); 1082 List<MapBlockData> mapBlocks = new List<MapBlockData>();
1010 List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID, 1083 List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID,
1011 (minX - 4) * (int)Constants.RegionSize, 1084 minX * (int)Constants.RegionSize,
1012 (maxX + 4) * (int)Constants.RegionSize, 1085 maxX * (int)Constants.RegionSize,
1013 (minY - 4) * (int)Constants.RegionSize, 1086 minY * (int)Constants.RegionSize,
1014 (maxY + 4) * (int)Constants.RegionSize); 1087 maxY * (int)Constants.RegionSize);
1088// (minX - 4) * (int)Constants.RegionSize,
1089// (maxX + 4) * (int)Constants.RegionSize,
1090// (minY - 4) * (int)Constants.RegionSize,
1091// (maxY + 4) * (int)Constants.RegionSize);
1015 foreach (GridRegion r in regions) 1092 foreach (GridRegion r in regions)
1016 { 1093 {
1017 MapBlockData block = new MapBlockData(); 1094 MapBlockData block = new MapBlockData();
1018 MapBlockFromGridRegion(block, r, flag); 1095 MapBlockFromGridRegion(block, r, flag);
1019 mapBlocks.Add(block); 1096 mapBlocks.Add(block);
1097 allBlocks.Add(block);
1098 if (mapBlocks.Count >= 10)
1099 {
1100 remoteClient.SendMapBlock(mapBlocks, flag & 0xffff);
1101 mapBlocks.Clear();
1102 Thread.Sleep(50);
1103 }
1020 } 1104 }
1021 remoteClient.SendMapBlock(mapBlocks, flag & 0xffff); 1105 if (mapBlocks.Count > 0)
1106 remoteClient.SendMapBlock(mapBlocks, flag & 0xffff);
1022 1107
1023 return mapBlocks; 1108 return allBlocks;
1024 } 1109 }
1025 1110
1026 protected void MapBlockFromGridRegion(MapBlockData block, GridRegion r, uint flag) 1111 protected void MapBlockFromGridRegion(MapBlockData block, GridRegion r, uint flag)
@@ -1244,7 +1329,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1244 } 1329 }
1245 else 1330 else
1246 { 1331 {
1247 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1332 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1248 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) 1333 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
1249 { 1334 {
1250 OSDMap responsemapdata = new OSDMap(); 1335 OSDMap responsemapdata = new OSDMap();
@@ -1420,6 +1505,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1420 { 1505 {
1421 m_rootAgents.Remove(avatar.UUID); 1506 m_rootAgents.Remove(avatar.UUID);
1422 } 1507 }
1508
1509 lock (m_mapBlockRequestEvent)
1510 {
1511 if (m_mapBlockRequests.ContainsKey(avatar.UUID))
1512 m_mapBlockRequests.Remove(avatar.UUID);
1513 }
1423 } 1514 }
1424 1515
1425 public void OnRegionUp(GridRegion otherRegion) 1516 public void OnRegionUp(GridRegion otherRegion)
@@ -1464,9 +1555,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1464 Color background = Color.FromArgb(0, 0, 0, 0); 1555 Color background = Color.FromArgb(0, 0, 0, 0);
1465 SolidBrush transparent = new SolidBrush(background); 1556 SolidBrush transparent = new SolidBrush(background);
1466 Graphics g = Graphics.FromImage(overlay); 1557 Graphics g = Graphics.FromImage(overlay);
1467 g.FillRectangle(transparent, 0, 0, 256, 256); 1558 g.FillRectangle(transparent, 0, 0, 255, 255);
1468 1559
1469 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)); 1560 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
1561 Pen grey = new Pen(Color.FromArgb(255, 92, 92, 92));
1470 1562
1471 foreach (ILandObject land in parcels) 1563 foreach (ILandObject land in parcels)
1472 { 1564 {
@@ -1474,8 +1566,42 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1474 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) 1566 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
1475 { 1567 {
1476 landForSale = true; 1568 landForSale = true;
1569
1570 bool[,] landBitmap = land.GetLandBitmap();
1571
1572 for (int x = 0 ; x < 64 ; x++)
1573 {
1574 for (int y = 0 ; y < 64 ; y++)
1575 {
1576 if (landBitmap[x, y])
1577 {
1578 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1579
1580 if (x > 0)
1581 {
1582 if ((saleBitmap[x - 1, y] || landBitmap[x - 1, y]) == false)
1583 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4, 255 - (y * 4));
1584 }
1585 if (y > 0)
1586 {
1587 if ((saleBitmap[x, y-1] || landBitmap[x, y-1]) == false)
1588 g.DrawLine(grey, x * 4, 255 - (y * 4), x * 4 + 3, 255 - (y * 4));
1589 }
1590 if (x < 63)
1591 {
1592 if ((saleBitmap[x + 1, y] || landBitmap[x + 1, y]) == false)
1593 g.DrawLine(grey, x * 4 + 3, 252 - (y * 4), x * 4 + 3, 255 - (y * 4));
1594 }
1595 if (y < 63)
1596 {
1597 if ((saleBitmap[x, y + 1] || landBitmap[x, y + 1]) == false)
1598 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4 + 3, 252 - (y * 4));
1599 }
1600 }
1601 }
1602 }
1477 1603
1478 saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); 1604 saleBitmap = land.MergeLandBitmaps(saleBitmap, landBitmap);
1479 } 1605 }
1480 } 1606 }
1481 1607
@@ -1487,15 +1613,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1487 1613
1488 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); 1614 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
1489 1615
1490 for (int x = 0 ; x < 64 ; x++)
1491 {
1492 for (int y = 0 ; y < 64 ; y++)
1493 {
1494 if (saleBitmap[x, y])
1495 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1496 }
1497 }
1498
1499 try 1616 try
1500 { 1617 {
1501 return OpenJPEG.EncodeFromImage(overlay, true); 1618 return OpenJPEG.EncodeFromImage(overlay, true);
@@ -1517,4 +1634,14 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1517 public uint itemtype; 1634 public uint itemtype;
1518 public ulong regionhandle; 1635 public ulong regionhandle;
1519 } 1636 }
1637
1638 public struct MapBlockRequestData
1639 {
1640 public IClientAPI client;
1641 public int minX;
1642 public int minY;
1643 public int maxX;
1644 public int maxY;
1645 public uint flags;
1646 }
1520} 1647}
diff --git a/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs b/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs
index 0cc8fb6..e0aad2b 100644
--- a/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs
@@ -36,7 +36,7 @@ namespace OpenSim.Region.Framework.Interfaces
36 void HandleItemUpdateFromTransaction(IClientAPI remoteClient, UUID transactionID, 36 void HandleItemUpdateFromTransaction(IClientAPI remoteClient, UUID transactionID,
37 InventoryItemBase item); 37 InventoryItemBase item);
38 38
39 void HandleItemCreationFromTransaction(IClientAPI remoteClient, UUID transactionID, UUID folderID, 39 bool HandleItemCreationFromTransaction(IClientAPI remoteClient, UUID transactionID, UUID folderID,
40 uint callbackID, string description, string name, sbyte invType, 40 uint callbackID, string description, string name, sbyte invType,
41 sbyte type, byte wearableType, uint nextOwnerMask); 41 sbyte type, byte wearableType, uint nextOwnerMask);
42 42
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 620ec22..d781eae 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -83,7 +84,7 @@ namespace OpenSim.Region.Framework.Interfaces
83 /// <param name="AttachmentPt"></param> 84 /// <param name="AttachmentPt"></param>
84 /// <param name="silent"></param> 85 /// <param name="silent"></param>
85 /// <returns>true if the object was successfully attached, false otherwise</returns> 86 /// <returns>true if the object was successfully attached, false otherwise</returns>
86 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool temp); 87 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo, bool temp);
87 88
88 /// <summary> 89 /// <summary>
89 /// Rez an attachment from user inventory and change inventory status to match. 90 /// Rez an attachment from user inventory and change inventory status to match.
@@ -92,7 +93,11 @@ namespace OpenSim.Region.Framework.Interfaces
92 /// <param name="itemID"></param> 93 /// <param name="itemID"></param>
93 /// <param name="AttachmentPt"></param> 94 /// <param name="AttachmentPt"></param>
94 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 95 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
95 SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 96 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
97
98 // Same as above, but also load script states from a separate doc
99 ISceneEntity RezSingleAttachmentFromInventory(
100 IScenePresence presence, UUID itemID, uint AttachmentPt, XmlDocument doc);
96 101
97 /// <summary> 102 /// <summary>
98 /// Rez multiple attachments from a user's inventory 103 /// Rez multiple attachments from a user's inventory
@@ -124,7 +129,6 @@ namespace OpenSim.Region.Framework.Interfaces
124 /// <param name="grp">The attachment to detach.</param> 129 /// <param name="grp">The attachment to detach.</param>
125 void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp); 130 void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
126 131
127 /// <summary>
128 /// Update the position of an attachment. 132 /// Update the position of an attachment.
129 /// </summary> 133 /// </summary>
130 /// <param name="sog"></param> 134 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs
index 34aca33..d25c930 100644
--- a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs
@@ -35,8 +35,8 @@ namespace OpenSim.Region.Framework.Interfaces
35 35
36 public interface IAvatarFactoryModule 36 public interface IAvatarFactoryModule
37 { 37 {
38 void SetAppearance(IScenePresence sp, AvatarAppearance appearance); 38 void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems);
39 void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams); 39 void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems);
40 40
41 /// <summary> 41 /// <summary>
42 /// Send the appearance of an avatar to others in the scene. 42 /// Send the appearance of an avatar to others in the scene.
@@ -52,6 +52,8 @@ namespace OpenSim.Region.Framework.Interfaces
52 /// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns> 52 /// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns>
53 Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId); 53 Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId);
54 54
55
56 WearableCacheItem[] GetCachedItems(UUID agentId);
55 /// <summary> 57 /// <summary>
56 /// Save the baked textures for the given agent permanently in the asset database. 58 /// Save the baked textures for the given agent permanently in the asset database.
57 /// </summary> 59 /// </summary>
diff --git a/OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs b/OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs
new file mode 100644
index 0000000..21ed44f
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs
@@ -0,0 +1,19 @@
1////////////////////////////////////////////////////////////////
2//
3// (c) 2009, 2010 Careminster Limited and Melanie Thielker
4//
5// All rights reserved
6//
7using System;
8using Nini.Config;
9using OpenSim.Framework;
10using OpenMetaverse;
11
12namespace OpenSim.Services.Interfaces
13{
14 public interface IBakedTextureModule
15 {
16 WearableCacheItem[] Get(UUID id);
17 void Store(UUID id, WearableCacheItem[] data);
18 }
19}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 150193d..8028d87 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -133,6 +133,8 @@ namespace OpenSim.Region.Framework.Interfaces
133 /// </returns> 133 /// </returns>
134 bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 134 bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
135 135
136 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
137
136 /// <summary> 138 /// <summary>
137 /// Stop and remove a script which is in this prim's inventory from the scene. 139 /// Stop and remove a script which is in this prim's inventory from the scene.
138 /// </summary> 140 /// </summary>
@@ -316,5 +318,6 @@ namespace OpenSim.Region.Framework.Interfaces
316 /// A <see cref="Dictionary`2"/> 318 /// A <see cref="Dictionary`2"/>
317 /// </returns> 319 /// </returns>
318 Dictionary<UUID, string> GetScriptStates(); 320 Dictionary<UUID, string> GetScriptStates();
321 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
319 } 322 }
320} 323}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 69be83e..1949a90 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes;
35 35
36namespace OpenSim.Region.Framework.Interfaces 36namespace OpenSim.Region.Framework.Interfaces
37{ 37{
38 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
39
38 public interface IEntityTransferModule 40 public interface IEntityTransferModule
39 { 41 {
40 /// <summary> 42 /// <summary>
@@ -50,29 +52,10 @@ namespace OpenSim.Region.Framework.Interfaces
50 /// <param name='teleportFlags'></param> 52 /// <param name='teleportFlags'></param>
51 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags); 53 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
52 54
53 /// <summary> 55 bool TeleportHome(UUID id, IClientAPI client);
54 /// Teleport an agent directly to a given region without checking whether the region should be subsituted.
55 /// </summary>
56 /// <remarks>
57 /// Please use Teleport() instead unless you know exactly what you're doing.
58 /// Do not use for same region teleports.
59 /// </remarks>
60 /// <param name='sp'></param>
61 /// <param name='reg'></param>
62 /// <param name='finalDestination'>/param>
63 /// <param name='position'></param>
64 /// <param name='lookAt'></param>
65 /// <param name='teleportFlags'></param>
66 void DoTeleport(
67 ScenePresence sp, GridRegion reg, GridRegion finalDestination,
68 Vector3 position, Vector3 lookAt, uint teleportFlags);
69 56
70 /// <summary> 57 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
71 /// Teleports the agent for the given client to their home destination. 58 Vector3 position, Vector3 lookAt, uint teleportFlags);
72 /// </summary>
73 /// <param name='id'></param>
74 /// <param name='client'></param>
75 void TeleportHome(UUID id, IClientAPI client);
76 59
77 /// <summary> 60 /// <summary>
78 /// Show whether the given agent is being teleported. 61 /// Show whether the given agent is being teleported.
@@ -89,7 +72,12 @@ namespace OpenSim.Region.Framework.Interfaces
89 72
90 void EnableChildAgent(ScenePresence agent, GridRegion region); 73 void EnableChildAgent(ScenePresence agent, GridRegion region);
91 74
75 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
76
92 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 77 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
78
79 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
80
93 } 81 }
94 82
95 public interface IUserAgentVerificationModule 83 public interface IUserAgentVerificationModule
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 1983984..292efa4 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,6 +45,7 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
48 49
49 /// <summary> 50 /// <summary>
50 /// Fires the OnRegionInfoChange event. 51 /// Fires the OnRegionInfoChange event.
diff --git a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
index bfa5d17..5512642 100644
--- a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
@@ -59,5 +59,7 @@ namespace OpenSim.Region.Framework.Interfaces
59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID); 59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID);
60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono); 60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono);
61 OSD BuildEvent(string eventName, OSD eventBody); 61 OSD BuildEvent(string eventName, OSD eventBody);
62 void partPhysicsProperties(uint localID, byte physhapetype, float density, float friction, float bounce, float gravmod, UUID avatarID);
63
62 } 64 }
63} 65}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs b/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs
index 4d261d6..5d5ce34 100644
--- a/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs
@@ -30,8 +30,12 @@ using OpenSim.Framework;
30 30
31namespace OpenSim.Region.Framework.Interfaces 31namespace OpenSim.Region.Framework.Interfaces
32{ 32{
33 public delegate void ConsoleMessage(UUID toAgentID, string message);
34
33 public interface IRegionConsole 35 public interface IRegionConsole
34 { 36 {
37 event ConsoleMessage OnConsoleMessage;
38
35 bool RunCommand(string command, UUID invokerID); 39 bool RunCommand(string command, UUID invokerID);
36 void SendConsoleOutput(UUID agentID, string message); 40 void SendConsoleOutput(UUID agentID, string message);
37 void AddCommand(string module, bool shared, string command, string help, string longhelp, CommandDelegate fn); 41 void AddCommand(string module, bool shared, string command, string help, string longhelp, CommandDelegate fn);
diff --git a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
index c68550f..9b25beb 100644
--- a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
@@ -35,5 +35,6 @@ namespace OpenSim.Region.Framework.Interfaces
35 TimeSpan TimeUntilRestart { get; } 35 TimeSpan TimeUntilRestart { get; }
36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice); 36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice);
37 void AbortRestart(string message); 37 void AbortRestart(string message);
38 void DelayRestart(int seconds, string message);
38 } 39 }
39} 40}
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
index 085b5ca..3e97a7a 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
@@ -116,6 +116,8 @@ namespace OpenSim.Region.Framework.Interfaces
116 /// <param name="regionUUID">the region UUID</param> 116 /// <param name="regionUUID">the region UUID</param>
117 void RemoveRegionEnvironmentSettings(UUID regionUUID); 117 void RemoveRegionEnvironmentSettings(UUID regionUUID);
118 118
119 UUID[] GetObjectIDs(UUID regionID);
120
119 void SaveExtra(UUID regionID, string name, string value); 121 void SaveExtra(UUID regionID, string name, string value);
120 122
121 void RemoveExtra(UUID regionID, string name); 123 void RemoveExtra(UUID regionID, string name);
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
index 3787ca0..17bd48b 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
@@ -106,6 +106,7 @@ namespace OpenSim.Region.Framework.Interfaces
106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID); 106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID);
107 void StoreRegionWindlightSettings(RegionLightShareData wl); 107 void StoreRegionWindlightSettings(RegionLightShareData wl);
108 void RemoveRegionWindlightSettings(UUID regionID); 108 void RemoveRegionWindlightSettings(UUID regionID);
109 UUID[] GetObjectIDs(UUID regionID);
109 110
110 /// <summary> 111 /// <summary>
111 /// Load Environment settings from region storage 112 /// Load Environment settings from region storage
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
index d76a0d7..20e0199 100644
--- a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
+++ b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
@@ -127,7 +127,7 @@ namespace OpenSim.Region.Framework.Interfaces
127 /// <param name='msg'> 127 /// <param name='msg'>
128 /// Message. 128 /// Message.
129 /// </param> 129 /// </param>
130 void DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg); 130 bool DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg, out string error);
131 131
132 /// <summary> 132 /// <summary>
133 /// Are there any listen events ready to be dispatched? 133 /// Are there any listen events ready to be dispatched?
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 5b16b67..d18571c 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -80,13 +80,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
80 m_scenePresence = sp; 80 m_scenePresence = sp;
81 CurrentMovementAnimation = "CROUCH"; 81 CurrentMovementAnimation = "CROUCH";
82 } 82 }
83 83
84 public void AddAnimation(UUID animID, UUID objectID) 84 public void AddAnimation(UUID animID, UUID objectID)
85 { 85 {
86 if (m_scenePresence.IsChildAgent) 86 if (m_scenePresence.IsChildAgent)
87 return; 87 return;
88 88
89// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); 89 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
90 90
91 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 91 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
92 SendAnimPack(); 92 SendAnimPack();
@@ -120,6 +120,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
120 SendAnimPack(); 120 SendAnimPack();
121 } 121 }
122 122
123 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
124 {
125 if (m_scenePresence.IsChildAgent)
126 return;
127
128 if (animID != UUID.Zero)
129 {
130 if (addRemove)
131 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
132 else
133 m_animations.Remove(animID);
134 }
135 if(sendPack)
136 SendAnimPack();
137 }
138
123 // Called from scripts 139 // Called from scripts
124 public void RemoveAnimation(string name) 140 public void RemoveAnimation(string name)
125 { 141 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 902ded1..ac5f433 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -90,6 +90,10 @@ namespace OpenSim.Region.Framework.Scenes
90 /// </remarks> 90 /// </remarks>
91 public event OnTerrainTickDelegate OnTerrainTick; 91 public event OnTerrainTickDelegate OnTerrainTick;
92 92
93 public delegate void OnTerrainUpdateDelegate();
94
95 public event OnTerrainUpdateDelegate OnTerrainUpdate;
96
93 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 97 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
94 98
95 /// <summary> 99 /// <summary>
@@ -339,8 +343,6 @@ namespace OpenSim.Region.Framework.Scenes
339 /// in <see cref="Scene.SetScriptRunning"/> 343 /// in <see cref="Scene.SetScriptRunning"/>
340 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>, 344 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>,
341 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/> 345 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/>
342 /// XXX: This is only triggered when it is the client that starts the script, not in other situations where
343 /// a script is started, unlike OnStopScript!
344 /// </remarks> 346 /// </remarks>
345 public event StartScript OnStartScript; 347 public event StartScript OnStartScript;
346 348
@@ -354,7 +356,6 @@ namespace OpenSim.Region.Framework.Scenes
354 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>, 356 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>,
355 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>, 357 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>,
356 /// <see cref="Scene.SetScriptRunning"/> 358 /// <see cref="Scene.SetScriptRunning"/>
357 /// XXX: This is triggered when a sciprt is stopped for any reason, unlike OnStartScript!
358 /// </remarks> 359 /// </remarks>
359 public event StopScript OnStopScript; 360 public event StopScript OnStopScript;
360 361
@@ -815,6 +816,10 @@ namespace OpenSim.Region.Framework.Scenes
815 public event ParcelPrimCountTainted OnParcelPrimCountTainted; 816 public event ParcelPrimCountTainted OnParcelPrimCountTainted;
816 public event GetScriptRunning OnGetScriptRunning; 817 public event GetScriptRunning OnGetScriptRunning;
817 818
819 public delegate void ThrottleUpdate(ScenePresence scenePresence);
820
821 public event ThrottleUpdate OnThrottleUpdate;
822
818 /// <summary> 823 /// <summary>
819 /// RegisterCapsEvent is called by Scene after the Caps object 824 /// RegisterCapsEvent is called by Scene after the Caps object
820 /// has been instantiated and before it is return to the 825 /// has been instantiated and before it is return to the
@@ -1396,6 +1401,26 @@ namespace OpenSim.Region.Framework.Scenes
1396 } 1401 }
1397 } 1402 }
1398 } 1403 }
1404 public void TriggerTerrainUpdate()
1405 {
1406 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
1407 if (handlerTerrainUpdate != null)
1408 {
1409 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
1410 {
1411 try
1412 {
1413 d();
1414 }
1415 catch (Exception e)
1416 {
1417 m_log.ErrorFormat(
1418 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
1419 e.Message, e.StackTrace);
1420 }
1421 }
1422 }
1423 }
1399 1424
1400 public void TriggerTerrainTick() 1425 public void TriggerTerrainTick()
1401 { 1426 {
@@ -1686,6 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
1686 m_log.ErrorFormat( 1711 m_log.ErrorFormat(
1687 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1712 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1688 e.Message, e.StackTrace); 1713 e.Message, e.StackTrace);
1714 m_log.ErrorFormat(Environment.StackTrace);
1689 } 1715 }
1690 } 1716 }
1691 } 1717 }
@@ -2922,6 +2948,7 @@ namespace OpenSim.Region.Framework.Scenes
2922 { 2948 {
2923 foreach (Action<Scene> d in handler.GetInvocationList()) 2949 foreach (Action<Scene> d in handler.GetInvocationList())
2924 { 2950 {
2951 m_log.InfoFormat("[EVENT MANAGER]: TriggerSceneShuttingDown invoque {0}", d.Method.Name.ToString());
2925 try 2952 try
2926 { 2953 {
2927 d(s); 2954 d(s);
@@ -2934,6 +2961,7 @@ namespace OpenSim.Region.Framework.Scenes
2934 } 2961 }
2935 } 2962 }
2936 } 2963 }
2964 m_log.Info("[EVENT MANAGER]: TriggerSceneShuttingDown done");
2937 } 2965 }
2938 2966
2939 public void TriggerOnRegionStarted(Scene scene) 2967 public void TriggerOnRegionStarted(Scene scene)
@@ -3103,5 +3131,14 @@ namespace OpenSim.Region.Framework.Scenes
3103 } 3131 }
3104 } 3132 }
3105 } 3133 }
3134
3135 public void TriggerThrottleUpdate(ScenePresence scenePresence)
3136 {
3137 ThrottleUpdate handler = OnThrottleUpdate;
3138 if (handler != null)
3139 {
3140 handler(scenePresence);
3141 }
3142 }
3106 } 3143 }
3107} 3144}
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..5cfba39
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,707 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 2,
42 Rotation = 1
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_serializedPosition;
57 private Vector3 m_basePosition;
58 private Quaternion m_baseRotation;
59
60 private Keyframe m_currentFrame;
61
62 private List<Keyframe> m_frames = new List<Keyframe>();
63
64 private Keyframe[] m_keyframes;
65
66 [NonSerialized()]
67 protected Timer m_timer = null;
68
69 // timer lock
70 [NonSerialized()]
71 private object m_onTimerLock;
72
73 // timer overrun detect
74 // prevents overlap or timer events threads frozen on the lock
75 [NonSerialized()]
76 private bool m_inOnTimer;
77
78 // skip timer events.
79 //timer.stop doesn't assure there aren't event threads still being fired
80 [NonSerialized()]
81 private bool m_timerStopped;
82
83 [NonSerialized()]
84 private bool m_isCrossing;
85
86 [NonSerialized()]
87 private bool m_waitingCrossing;
88
89 // retry position for cross fail
90 [NonSerialized()]
91 private Vector3 m_nextPosition;
92
93 [NonSerialized()]
94 private SceneObjectGroup m_group;
95
96 private PlayMode m_mode = PlayMode.Forward;
97 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
98
99 private bool m_running = false;
100 [NonSerialized()]
101 private bool m_selected = false;
102
103 private int m_iterations = 0;
104
105 private const double timerInterval = 50.0;
106
107 public DataFormat Data
108 {
109 get { return m_data; }
110 }
111
112 public bool Selected
113 {
114 set
115 {
116 if (m_group != null)
117 {
118 if (!value)
119 {
120 // Once we're let go, recompute positions
121 if (m_selected)
122 UpdateSceneObject(m_group);
123 }
124 else
125 {
126 // Save selection position in case we get moved
127 if (!m_selected)
128 {
129 StopTimer();
130 m_serializedPosition = m_group.AbsolutePosition;
131 }
132 }
133 }
134 m_isCrossing = false;
135 m_waitingCrossing = false;
136 m_selected = value;
137 }
138 }
139
140 private void StartTimer()
141 {
142 if (m_timer == null)
143 return;
144 m_timerStopped = false;
145 m_timer.Start();
146 }
147
148 private void StopTimer()
149 {
150 if (m_timer == null || m_timerStopped)
151 return;
152 m_timerStopped = true;
153 m_timer.Stop();
154 }
155
156 private void RemoveTimer()
157 {
158 if (m_timer == null)
159 return;
160 m_timerStopped = true;
161 m_timer.Stop();
162 m_timer.Elapsed -= OnTimer;
163 m_timer = null;
164 }
165
166
167 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
168 {
169 KeyframeMotion newMotion = null;
170
171 try
172 {
173 MemoryStream ms = new MemoryStream(data);
174 BinaryFormatter fmt = new BinaryFormatter();
175
176 newMotion = (KeyframeMotion)fmt.Deserialize(ms);
177
178 newMotion.m_group = grp;
179
180 if (grp != null && grp.IsSelected)
181 newMotion.m_selected = true;
182
183 newMotion.m_onTimerLock = new object();
184 newMotion.m_timerStopped = false;
185 newMotion.m_inOnTimer = false;
186 newMotion.m_isCrossing = false;
187 newMotion.m_waitingCrossing = false;
188 }
189 catch
190 {
191 newMotion = null;
192 }
193
194 return newMotion;
195 }
196
197 public void UpdateSceneObject(SceneObjectGroup grp)
198 {
199// lock (m_onTimerLock)
200 {
201 m_isCrossing = false;
202 m_waitingCrossing = false;
203 StopTimer();
204
205 if (grp == null)
206 return;
207
208 m_group = grp;
209 Vector3 grppos = grp.AbsolutePosition;
210 Vector3 offset = grppos - m_serializedPosition;
211 // avoid doing it more than once
212 // current this will happen draging a prim to other region
213 m_serializedPosition = grppos;
214
215 m_basePosition += offset;
216 m_currentFrame.Position += offset;
217
218 m_nextPosition += offset;
219
220 for (int i = 0; i < m_frames.Count; i++)
221 {
222 Keyframe k = m_frames[i];
223 k.Position += offset;
224 m_frames[i]=k;
225 }
226
227 if (m_running)
228 Start();
229 }
230 }
231
232 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
233 {
234 m_mode = mode;
235 m_data = data;
236
237 m_group = grp;
238 if (grp != null)
239 {
240 m_basePosition = grp.AbsolutePosition;
241 m_baseRotation = grp.GroupRotation;
242 }
243
244 m_onTimerLock = new object();
245 m_timerStopped = true;
246 m_inOnTimer = false;
247 m_isCrossing = false;
248 m_waitingCrossing = false;
249 }
250
251 public void SetKeyframes(Keyframe[] frames)
252 {
253 m_keyframes = frames;
254 }
255
256 public KeyframeMotion Copy(SceneObjectGroup newgrp)
257 {
258 StopTimer();
259
260 KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
261
262 newmotion.m_group = newgrp;
263
264 if (m_keyframes != null)
265 {
266 newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
267 m_keyframes.CopyTo(newmotion.m_keyframes, 0);
268 }
269
270 newmotion.m_frames = new List<Keyframe>(m_frames);
271
272 newmotion.m_basePosition = m_basePosition;
273 newmotion.m_baseRotation = m_baseRotation;
274
275 if (m_selected)
276 newmotion.m_serializedPosition = m_serializedPosition;
277 else
278 {
279 if (m_group != null)
280 newmotion.m_serializedPosition = m_group.AbsolutePosition;
281 else
282 newmotion.m_serializedPosition = m_serializedPosition;
283 }
284
285 newmotion.m_currentFrame = m_currentFrame;
286
287 newmotion.m_iterations = m_iterations;
288 newmotion.m_running = m_running;
289
290 if (m_running && !m_waitingCrossing)
291 StartTimer();
292
293 return newmotion;
294 }
295
296 public void Delete()
297 {
298 m_running = false;
299 RemoveTimer();
300 m_isCrossing = false;
301 m_waitingCrossing = false;
302 m_frames.Clear();
303 m_keyframes = null;
304 }
305
306 public void Start()
307 {
308 m_isCrossing = false;
309 m_waitingCrossing = false;
310 if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
311 {
312 if (m_timer == null)
313 {
314 m_timer = new Timer();
315 m_timer.Interval = timerInterval;
316 m_timer.AutoReset = true;
317 m_timer.Elapsed += OnTimer;
318 }
319 else
320 {
321 StopTimer();
322 m_timer.Interval = timerInterval;
323 }
324
325 m_inOnTimer = false;
326 StartTimer();
327 m_running = true;
328 }
329 else
330 {
331 m_running = false;
332 RemoveTimer();
333 }
334 }
335
336 public void Stop()
337 {
338 m_running = false;
339 m_isCrossing = false;
340 m_waitingCrossing = false;
341
342 RemoveTimer();
343
344 m_basePosition = m_group.AbsolutePosition;
345 m_baseRotation = m_group.GroupRotation;
346
347 m_group.RootPart.Velocity = Vector3.Zero;
348 m_group.RootPart.AngularVelocity = Vector3.Zero;
349 m_group.SendGroupRootTerseUpdate();
350// m_group.RootPart.ScheduleTerseUpdate();
351 m_frames.Clear();
352 }
353
354 public void Pause()
355 {
356 m_running = false;
357 RemoveTimer();
358
359 m_group.RootPart.Velocity = Vector3.Zero;
360 m_group.RootPart.AngularVelocity = Vector3.Zero;
361 m_group.SendGroupRootTerseUpdate();
362// m_group.RootPart.ScheduleTerseUpdate();
363
364 }
365
366 private void GetNextList()
367 {
368 m_frames.Clear();
369 Vector3 pos = m_basePosition;
370 Quaternion rot = m_baseRotation;
371
372 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
373 {
374 int direction = 1;
375 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
376 direction = -1;
377
378 int start = 0;
379 int end = m_keyframes.Length;
380// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
381// end = m_keyframes.Length - 1;
382
383 if (direction < 0)
384 {
385 start = m_keyframes.Length - 1;
386 end = -1;
387// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
388// end = 0;
389 }
390
391 for (int i = start; i != end ; i += direction)
392 {
393 Keyframe k = m_keyframes[i];
394
395 if (k.Position.HasValue)
396 {
397 k.Position = (k.Position * direction);
398// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
399 k.Position += pos;
400 }
401 else
402 {
403 k.Position = pos;
404// k.Velocity = Vector3.Zero;
405 }
406
407 k.StartRotation = rot;
408 if (k.Rotation.HasValue)
409 {
410 if (direction == -1)
411 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
412 k.Rotation = rot * k.Rotation;
413 }
414 else
415 {
416 k.Rotation = rot;
417 }
418
419/* ang vel not in use for now
420
421 float angle = 0;
422
423 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
424 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
425 float aa_bb = aa * bb;
426
427 if (aa_bb == 0)
428 {
429 angle = 0;
430 }
431 else
432 {
433 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
434 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
435 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
436 k.StartRotation.W * ((Quaternion)k.Rotation).W;
437 float q = (ab * ab) / aa_bb;
438
439 if (q > 1.0f)
440 {
441 angle = 0;
442 }
443 else
444 {
445 angle = (float)Math.Acos(2 * q - 1);
446 }
447 }
448
449 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
450 */
451 k.TimeTotal = k.TimeMS;
452
453 m_frames.Add(k);
454
455 pos = (Vector3)k.Position;
456 rot = (Quaternion)k.Rotation;
457 }
458
459 m_basePosition = pos;
460 m_baseRotation = rot;
461
462 m_iterations++;
463 }
464 }
465
466 protected void OnTimer(object sender, ElapsedEventArgs e)
467 {
468 if (m_timerStopped) // trap events still in air even after a timer.stop
469 return;
470
471 if (m_inOnTimer) // don't let overruns to happen
472 {
473 m_log.Warn("[KeyFrame]: timer overrun");
474 return;
475 }
476
477 if (m_group == null)
478 return;
479
480 lock (m_onTimerLock)
481 {
482
483 m_inOnTimer = true;
484
485 bool update = false;
486
487 try
488 {
489 if (m_selected)
490 {
491 if (m_group.RootPart.Velocity != Vector3.Zero)
492 {
493 m_group.RootPart.Velocity = Vector3.Zero;
494 m_group.SendGroupRootTerseUpdate();
495// m_group.RootPart.ScheduleTerseUpdate();
496
497 }
498 m_inOnTimer = false;
499 return;
500 }
501
502 if (m_isCrossing)
503 {
504 // if crossing and timer running then cross failed
505 // wait some time then
506 // retry to set the position that evtually caused the outbound
507 // if still outside region this will call startCrossing below
508 m_isCrossing = false;
509 m_group.AbsolutePosition = m_nextPosition;
510 if (!m_isCrossing)
511 {
512 StopTimer();
513 m_timer.Interval = timerInterval;
514 StartTimer();
515 }
516 m_inOnTimer = false;
517 return;
518 }
519
520 if (m_frames.Count == 0)
521 {
522 GetNextList();
523
524 if (m_frames.Count == 0)
525 {
526 Stop();
527 m_inOnTimer = false;
528 return;
529 }
530
531 m_currentFrame = m_frames[0];
532 m_currentFrame.TimeMS += (int)timerInterval;
533
534 //force a update on a keyframe transition
535 update = true;
536 }
537
538 m_currentFrame.TimeMS -= (int)timerInterval;
539
540 // Do the frame processing
541 double steps = (double)m_currentFrame.TimeMS / timerInterval;
542
543 if (steps <= 0.0)
544 {
545 m_group.RootPart.Velocity = Vector3.Zero;
546 m_group.RootPart.AngularVelocity = Vector3.Zero;
547
548 m_nextPosition = (Vector3)m_currentFrame.Position;
549 m_group.AbsolutePosition = m_nextPosition;
550
551 // we are sending imediate updates, no doing force a extra terseUpdate
552// m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
553
554 m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
555 m_frames.RemoveAt(0);
556 if (m_frames.Count > 0)
557 m_currentFrame = m_frames[0];
558
559 update = true;
560 }
561 else
562 {
563 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
564
565 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
566 Vector3 motionThisFrame = v / (float)steps;
567 v = v * 1000 / m_currentFrame.TimeMS;
568
569 if (Vector3.Mag(motionThisFrame) >= 0.05f)
570 {
571 // m_group.AbsolutePosition += motionThisFrame;
572 m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
573 m_group.AbsolutePosition = m_nextPosition;
574
575 m_group.RootPart.Velocity = v;
576 update = true;
577 }
578
579 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
580 {
581 Quaternion current = m_group.GroupRotation;
582
583 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
584 step.Normalize();
585/* use simpler change detection
586 * float angle = 0;
587
588 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
589 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
590 float aa_bb = aa * bb;
591
592 if (aa_bb == 0)
593 {
594 angle = 0;
595 }
596 else
597 {
598 float ab = current.X * step.X +
599 current.Y * step.Y +
600 current.Z * step.Z +
601 current.W * step.W;
602 float q = (ab * ab) / aa_bb;
603
604 if (q > 1.0f)
605 {
606 angle = 0;
607 }
608 else
609 {
610 angle = (float)Math.Acos(2 * q - 1);
611 }
612 }
613
614 if (angle > 0.01f)
615 */
616 if(Math.Abs(step.X - current.X) > 0.001f
617 || Math.Abs(step.Y - current.Y) > 0.001f
618 || Math.Abs(step.Z - current.Z) > 0.001f)
619 // assuming w is a dependente var
620
621 {
622// m_group.UpdateGroupRotationR(step);
623 m_group.RootPart.RotationOffset = step;
624
625 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
626 update = true;
627 }
628 }
629 }
630
631 if (update)
632 m_group.SendGroupRootTerseUpdate();
633// m_group.RootPart.ScheduleTerseUpdate();
634
635
636 }
637 catch ( Exception ex)
638 {
639 // still happening sometimes
640 // lets try to see where
641 m_log.Warn("[KeyFrame]: timer overrun" + ex.Message);
642 }
643
644 finally
645 {
646 // make sure we do not let this frozen
647 m_inOnTimer = false;
648 }
649 }
650 }
651
652 public Byte[] Serialize()
653 {
654 StopTimer();
655 MemoryStream ms = new MemoryStream();
656
657 BinaryFormatter fmt = new BinaryFormatter();
658 SceneObjectGroup tmp = m_group;
659 m_group = null;
660 if (!m_selected && tmp != null)
661 m_serializedPosition = tmp.AbsolutePosition;
662 fmt.Serialize(ms, this);
663 m_group = tmp;
664 if (m_running && !m_waitingCrossing)
665 StartTimer();
666
667 return ms.ToArray();
668 }
669
670 public void StartCrossingCheck()
671 {
672 // timer will be restart by crossingFailure
673 // or never since crossing worked and this
674 // should be deleted
675 StopTimer();
676
677 m_isCrossing = true;
678 m_waitingCrossing = true;
679
680// to remove / retune to smoth crossings
681 if (m_group.RootPart.Velocity != Vector3.Zero)
682 {
683 m_group.RootPart.Velocity = Vector3.Zero;
684 m_group.SendGroupRootTerseUpdate();
685// m_group.RootPart.ScheduleTerseUpdate();
686 }
687 }
688
689 public void CrossingFailure()
690 {
691 m_waitingCrossing = false;
692
693 if (m_group != null)
694 {
695 m_group.RootPart.Velocity = Vector3.Zero;
696 m_group.SendGroupRootTerseUpdate();
697// m_group.RootPart.ScheduleTerseUpdate();
698
699 if (m_running && m_timer != null)
700 {
701 m_timer.Interval = 60000;
702 StartTimer();
703 }
704 }
705 }
706 }
707}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..ddae073 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes
212 } 212 }
213 213
214 // Use the camera position for local agents and avatar position for remote agents 214 // Use the camera position for local agents and avatar position for remote agents
215 Vector3 presencePos = (presence.IsChildAgent) ? 215 // Why would I want that? They could be camming but I still see them at the
216 presence.AbsolutePosition : 216 // avatar position, so why should I update them as if they were at their
217 presence.CameraPosition; 217 // camera positions? Makes no sense!
218 // TODO: Fix this mess
219 //Vector3 presencePos = (presence.IsChildAgent) ?
220 // presence.AbsolutePosition :
221 // presence.CameraPosition;
222
223 Vector3 presencePos = presence.AbsolutePosition;
218 224
219 // Compute the distance... 225 // Compute the distance...
220 double distance = Vector3.Distance(presencePos, entityPos); 226 double distance = Vector3.Distance(presencePos, entityPos);
@@ -226,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
226 232
227 for (int i = 0; i < queues - 1; i++) 233 for (int i = 0; i < queues - 1; i++)
228 { 234 {
229 if (distance < 10 * Math.Pow(2.0,i)) 235 if (distance < 30 * Math.Pow(2.0,i))
230 break; 236 break;
231 pqueue++; 237 pqueue++;
232 } 238 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..9cb901a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,791 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Text;
34using System.IO;
35using System.Xml;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.Framework.Scenes.Serialization;
39
40namespace OpenSim.Region.Framework.Scenes
41{
42 public class SOPVehicle
43 {
44 public VehicleData vd;
45
46 public Vehicle Type
47 {
48 get { return vd.m_type; }
49 }
50
51 public SOPVehicle()
52 {
53 vd = new VehicleData();
54 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
55 }
56
57 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
58 {
59 float len;
60 float timestep = 0.01f;
61 switch (pParam)
62 {
63 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
64 if (pValue < 0f) pValue = 0f;
65 if (pValue > 1f) pValue = 1f;
66 vd.m_angularDeflectionEfficiency = pValue;
67 break;
68 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
69 if (pValue < timestep) pValue = timestep;
70 vd.m_angularDeflectionTimescale = pValue;
71 break;
72 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
73 if (pValue < timestep) pValue = timestep;
74 else if (pValue > 120) pValue = 120;
75 vd.m_angularMotorDecayTimescale = pValue;
76 break;
77 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
78 if (pValue < timestep) pValue = timestep;
79 vd.m_angularMotorTimescale = pValue;
80 break;
81 case Vehicle.BANKING_EFFICIENCY:
82 if (pValue < -1f) pValue = -1f;
83 if (pValue > 1f) pValue = 1f;
84 vd.m_bankingEfficiency = pValue;
85 break;
86 case Vehicle.BANKING_MIX:
87 if (pValue < 0f) pValue = 0f;
88 if (pValue > 1f) pValue = 1f;
89 vd.m_bankingMix = pValue;
90 break;
91 case Vehicle.BANKING_TIMESCALE:
92 if (pValue < timestep) pValue = timestep;
93 vd.m_bankingTimescale = pValue;
94 break;
95 case Vehicle.BUOYANCY:
96 if (pValue < -1f) pValue = -1f;
97 if (pValue > 1f) pValue = 1f;
98 vd.m_VehicleBuoyancy = pValue;
99 break;
100 case Vehicle.HOVER_EFFICIENCY:
101 if (pValue < 0f) pValue = 0f;
102 if (pValue > 1f) pValue = 1f;
103 vd.m_VhoverEfficiency = pValue;
104 break;
105 case Vehicle.HOVER_HEIGHT:
106 vd.m_VhoverHeight = pValue;
107 break;
108 case Vehicle.HOVER_TIMESCALE:
109 if (pValue < timestep) pValue = timestep;
110 vd.m_VhoverTimescale = pValue;
111 break;
112 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
113 if (pValue < 0f) pValue = 0f;
114 if (pValue > 1f) pValue = 1f;
115 vd.m_linearDeflectionEfficiency = pValue;
116 break;
117 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
118 if (pValue < timestep) pValue = timestep;
119 vd.m_linearDeflectionTimescale = pValue;
120 break;
121 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
122 if (pValue < timestep) pValue = timestep;
123 else if (pValue > 120) pValue = 120;
124 vd.m_linearMotorDecayTimescale = pValue;
125 break;
126 case Vehicle.LINEAR_MOTOR_TIMESCALE:
127 if (pValue < timestep) pValue = timestep;
128 vd.m_linearMotorTimescale = pValue;
129 break;
130 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
131 if (pValue < 0f) pValue = 0f;
132 if (pValue > 1f) pValue = 1f;
133 vd.m_verticalAttractionEfficiency = pValue;
134 break;
135 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
136 if (pValue < timestep) pValue = timestep;
137 vd.m_verticalAttractionTimescale = pValue;
138 break;
139
140 // These are vector properties but the engine lets you use a single float value to
141 // set all of the components to the same value
142 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
143 if (pValue < timestep) pValue = timestep;
144 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
145 break;
146 case Vehicle.ANGULAR_MOTOR_DIRECTION:
147 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
148 len = vd.m_angularMotorDirection.Length();
149 if (len > 12.566f)
150 vd.m_angularMotorDirection *= (12.566f / len);
151 break;
152 case Vehicle.LINEAR_FRICTION_TIMESCALE:
153 if (pValue < timestep) pValue = timestep;
154 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
155 break;
156 case Vehicle.LINEAR_MOTOR_DIRECTION:
157 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
158 len = vd.m_linearMotorDirection.Length();
159 if (len > 30.0f)
160 vd.m_linearMotorDirection *= (30.0f / len);
161 break;
162 case Vehicle.LINEAR_MOTOR_OFFSET:
163 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
164 len = vd.m_linearMotorOffset.Length();
165 if (len > 100.0f)
166 vd.m_linearMotorOffset *= (100.0f / len);
167 break;
168 }
169 }//end ProcessFloatVehicleParam
170
171 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
172 {
173 float len;
174 float timestep = 0.01f;
175 switch (pParam)
176 {
177 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
178 if (pValue.X < timestep) pValue.X = timestep;
179 if (pValue.Y < timestep) pValue.Y = timestep;
180 if (pValue.Z < timestep) pValue.Z = timestep;
181
182 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
183 break;
184 case Vehicle.ANGULAR_MOTOR_DIRECTION:
185 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
186 // Limit requested angular speed to 2 rps= 4 pi rads/sec
187 len = vd.m_angularMotorDirection.Length();
188 if (len > 12.566f)
189 vd.m_angularMotorDirection *= (12.566f / len);
190 break;
191 case Vehicle.LINEAR_FRICTION_TIMESCALE:
192 if (pValue.X < timestep) pValue.X = timestep;
193 if (pValue.Y < timestep) pValue.Y = timestep;
194 if (pValue.Z < timestep) pValue.Z = timestep;
195 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
196 break;
197 case Vehicle.LINEAR_MOTOR_DIRECTION:
198 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
199 len = vd.m_linearMotorDirection.Length();
200 if (len > 30.0f)
201 vd.m_linearMotorDirection *= (30.0f / len);
202 break;
203 case Vehicle.LINEAR_MOTOR_OFFSET:
204 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
205 len = vd.m_linearMotorOffset.Length();
206 if (len > 100.0f)
207 vd.m_linearMotorOffset *= (100.0f / len);
208 break;
209 }
210 }//end ProcessVectorVehicleParam
211
212 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
213 {
214 switch (pParam)
215 {
216 case Vehicle.REFERENCE_FRAME:
217 vd.m_referenceFrame = pValue;
218 break;
219 }
220 }//end ProcessRotationVehicleParam
221
222 public void ProcessVehicleFlags(int pParam, bool remove)
223 {
224 if (remove)
225 {
226 vd.m_flags &= ~((VehicleFlag)pParam);
227 }
228 else
229 {
230 vd.m_flags |= (VehicleFlag)pParam;
231 }
232 }//end ProcessVehicleFlags
233
234 public void ProcessTypeChange(Vehicle pType)
235 {
236 vd.m_linearMotorDirection = Vector3.Zero;
237 vd.m_angularMotorDirection = Vector3.Zero;
238 vd.m_linearMotorOffset = Vector3.Zero;
239 vd.m_referenceFrame = Quaternion.Identity;
240
241 // Set Defaults For Type
242 vd.m_type = pType;
243 switch (pType)
244 {
245 case Vehicle.TYPE_NONE:
246 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_linearMotorTimescale = 1000;
249 vd.m_linearMotorDecayTimescale = 120;
250 vd.m_angularMotorTimescale = 1000;
251 vd.m_angularMotorDecayTimescale = 1000;
252 vd.m_VhoverHeight = 0;
253 vd.m_VhoverEfficiency = 1;
254 vd.m_VhoverTimescale = 1000;
255 vd.m_VehicleBuoyancy = 0;
256 vd.m_linearDeflectionEfficiency = 0;
257 vd.m_linearDeflectionTimescale = 1000;
258 vd.m_angularDeflectionEfficiency = 0;
259 vd.m_angularDeflectionTimescale = 1000;
260 vd.m_bankingEfficiency = 0;
261 vd.m_bankingMix = 1;
262 vd.m_bankingTimescale = 1000;
263 vd.m_verticalAttractionEfficiency = 0;
264 vd.m_verticalAttractionTimescale = 1000;
265
266 vd.m_flags = (VehicleFlag)0;
267 break;
268
269 case Vehicle.TYPE_SLED:
270 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
271 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
272 vd.m_linearMotorTimescale = 1000;
273 vd.m_linearMotorDecayTimescale = 120;
274 vd.m_angularMotorTimescale = 1000;
275 vd.m_angularMotorDecayTimescale = 120;
276 vd.m_VhoverHeight = 0;
277 vd.m_VhoverEfficiency = 1;
278 vd.m_VhoverTimescale = 10;
279 vd.m_VehicleBuoyancy = 0;
280 vd.m_linearDeflectionEfficiency = 1;
281 vd.m_linearDeflectionTimescale = 1;
282 vd.m_angularDeflectionEfficiency = 0;
283 vd.m_angularDeflectionTimescale = 1000;
284 vd.m_bankingEfficiency = 0;
285 vd.m_bankingMix = 1;
286 vd.m_bankingTimescale = 10;
287 vd.m_flags &=
288 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
289 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
290 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
291 break;
292 case Vehicle.TYPE_CAR:
293 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
294 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
295 vd.m_linearMotorTimescale = 1;
296 vd.m_linearMotorDecayTimescale = 60;
297 vd.m_angularMotorTimescale = 1;
298 vd.m_angularMotorDecayTimescale = 0.8f;
299 vd.m_VhoverHeight = 0;
300 vd.m_VhoverEfficiency = 0;
301 vd.m_VhoverTimescale = 1000;
302 vd.m_VehicleBuoyancy = 0;
303 vd.m_linearDeflectionEfficiency = 1;
304 vd.m_linearDeflectionTimescale = 2;
305 vd.m_angularDeflectionEfficiency = 0;
306 vd.m_angularDeflectionTimescale = 10;
307 vd.m_verticalAttractionEfficiency = 1f;
308 vd.m_verticalAttractionTimescale = 10f;
309 vd.m_bankingEfficiency = -0.2f;
310 vd.m_bankingMix = 1;
311 vd.m_bankingTimescale = 1;
312 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
313 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
314 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
315 break;
316 case Vehicle.TYPE_BOAT:
317 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
318 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
319 vd.m_linearMotorTimescale = 5;
320 vd.m_linearMotorDecayTimescale = 60;
321 vd.m_angularMotorTimescale = 4;
322 vd.m_angularMotorDecayTimescale = 4;
323 vd.m_VhoverHeight = 0;
324 vd.m_VhoverEfficiency = 0.5f;
325 vd.m_VhoverTimescale = 2;
326 vd.m_VehicleBuoyancy = 1;
327 vd.m_linearDeflectionEfficiency = 0.5f;
328 vd.m_linearDeflectionTimescale = 3;
329 vd.m_angularDeflectionEfficiency = 0.5f;
330 vd.m_angularDeflectionTimescale = 5;
331 vd.m_verticalAttractionEfficiency = 0.5f;
332 vd.m_verticalAttractionTimescale = 5f;
333 vd.m_bankingEfficiency = -0.3f;
334 vd.m_bankingMix = 0.8f;
335 vd.m_bankingTimescale = 1;
336 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
337 VehicleFlag.HOVER_GLOBAL_HEIGHT |
338 VehicleFlag.HOVER_UP_ONLY |
339 VehicleFlag.LIMIT_ROLL_ONLY);
340 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
341 VehicleFlag.LIMIT_MOTOR_UP |
342 VehicleFlag.HOVER_WATER_ONLY);
343 break;
344 case Vehicle.TYPE_AIRPLANE:
345 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
346 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
347 vd.m_linearMotorTimescale = 2;
348 vd.m_linearMotorDecayTimescale = 60;
349 vd.m_angularMotorTimescale = 4;
350 vd.m_angularMotorDecayTimescale = 8;
351 vd.m_VhoverHeight = 0;
352 vd.m_VhoverEfficiency = 0.5f;
353 vd.m_VhoverTimescale = 1000;
354 vd.m_VehicleBuoyancy = 0;
355 vd.m_linearDeflectionEfficiency = 0.5f;
356 vd.m_linearDeflectionTimescale = 0.5f;
357 vd.m_angularDeflectionEfficiency = 1;
358 vd.m_angularDeflectionTimescale = 2;
359 vd.m_verticalAttractionEfficiency = 0.9f;
360 vd.m_verticalAttractionTimescale = 2f;
361 vd.m_bankingEfficiency = 1;
362 vd.m_bankingMix = 0.7f;
363 vd.m_bankingTimescale = 2;
364 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
365 VehicleFlag.HOVER_TERRAIN_ONLY |
366 VehicleFlag.HOVER_GLOBAL_HEIGHT |
367 VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.NO_DEFLECTION_UP |
369 VehicleFlag.LIMIT_MOTOR_UP);
370 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
371 break;
372 case Vehicle.TYPE_BALLOON:
373 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
374 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
375 vd.m_linearMotorTimescale = 5;
376 vd.m_linearMotorDecayTimescale = 60;
377 vd.m_angularMotorTimescale = 6;
378 vd.m_angularMotorDecayTimescale = 10;
379 vd.m_VhoverHeight = 5;
380 vd.m_VhoverEfficiency = 0.8f;
381 vd.m_VhoverTimescale = 10;
382 vd.m_VehicleBuoyancy = 1;
383 vd.m_linearDeflectionEfficiency = 0;
384 vd.m_linearDeflectionTimescale = 5;
385 vd.m_angularDeflectionEfficiency = 0;
386 vd.m_angularDeflectionTimescale = 5;
387 vd.m_verticalAttractionEfficiency = 0f;
388 vd.m_verticalAttractionTimescale = 1000f;
389 vd.m_bankingEfficiency = 0;
390 vd.m_bankingMix = 0.7f;
391 vd.m_bankingTimescale = 5;
392 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
393 VehicleFlag.HOVER_TERRAIN_ONLY |
394 VehicleFlag.HOVER_UP_ONLY |
395 VehicleFlag.NO_DEFLECTION_UP |
396 VehicleFlag.LIMIT_MOTOR_UP);
397 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
398 VehicleFlag.HOVER_GLOBAL_HEIGHT);
399 break;
400 }
401 }
402 public void SetVehicle(PhysicsActor ph)
403 {
404 if (ph == null)
405 return;
406 ph.SetVehicle(vd);
407 }
408
409 private XmlTextWriter writer;
410
411 private void XWint(string name, int i)
412 {
413 writer.WriteElementString(name, i.ToString());
414 }
415
416 private void XWfloat(string name, float f)
417 {
418 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
419 }
420
421 private void XWVector(string name, Vector3 vec)
422 {
423 writer.WriteStartElement(name);
424 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
427 writer.WriteEndElement();
428 }
429
430 private void XWQuat(string name, Quaternion quat)
431 {
432 writer.WriteStartElement(name);
433 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
437 writer.WriteEndElement();
438 }
439
440 public void ToXml2(XmlTextWriter twriter)
441 {
442 writer = twriter;
443 writer.WriteStartElement("Vehicle");
444
445 XWint("TYPE", (int)vd.m_type);
446 XWint("FLAGS", (int)vd.m_flags);
447
448 // Linear properties
449 XWVector("LMDIR", vd.m_linearMotorDirection);
450 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
451 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
452 XWfloat("LMTIME", vd.m_linearMotorTimescale);
453 XWVector("LMOFF", vd.m_linearMotorOffset);
454
455 //Angular properties
456 XWVector("AMDIR", vd.m_angularMotorDirection);
457 XWfloat("AMTIME", vd.m_angularMotorTimescale);
458 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
459 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
460
461 //Deflection properties
462 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
463 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
464 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
465 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
466
467 //Banking properties
468 XWfloat("BEFF", vd.m_bankingEfficiency);
469 XWfloat("BMIX", vd.m_bankingMix);
470 XWfloat("BTIME", vd.m_bankingTimescale);
471
472 //Hover and Buoyancy properties
473 XWfloat("HHEI", vd.m_VhoverHeight);
474 XWfloat("HEFF", vd.m_VhoverEfficiency);
475 XWfloat("HTIME", vd.m_VhoverTimescale);
476 XWfloat("VBUO", vd.m_VehicleBuoyancy);
477
478 //Attractor properties
479 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
480 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
481
482 XWQuat("REF_FRAME", vd.m_referenceFrame);
483
484 writer.WriteEndElement();
485 writer = null;
486 }
487
488
489
490 XmlTextReader reader;
491
492 private int XRint()
493 {
494 return reader.ReadElementContentAsInt();
495 }
496
497 private float XRfloat()
498 {
499 return reader.ReadElementContentAsFloat();
500 }
501
502 public Vector3 XRvector()
503 {
504 Vector3 vec;
505 reader.ReadStartElement();
506 vec.X = reader.ReadElementContentAsFloat();
507 vec.Y = reader.ReadElementContentAsFloat();
508 vec.Z = reader.ReadElementContentAsFloat();
509 reader.ReadEndElement();
510 return vec;
511 }
512
513 public Quaternion XRquat()
514 {
515 Quaternion q;
516 reader.ReadStartElement();
517 q.X = reader.ReadElementContentAsFloat();
518 q.Y = reader.ReadElementContentAsFloat();
519 q.Z = reader.ReadElementContentAsFloat();
520 q.W = reader.ReadElementContentAsFloat();
521 reader.ReadEndElement();
522 return q;
523 }
524
525 public static bool EReadProcessors(
526 Dictionary<string, Action> processors,
527 XmlTextReader xtr)
528 {
529 bool errors = false;
530
531 string nodeName = string.Empty;
532 while (xtr.NodeType != XmlNodeType.EndElement)
533 {
534 nodeName = xtr.Name;
535
536 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
537
538 Action p = null;
539 if (processors.TryGetValue(xtr.Name, out p))
540 {
541 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
542
543 try
544 {
545 p();
546 }
547 catch (Exception e)
548 {
549 errors = true;
550 if (xtr.NodeType == XmlNodeType.EndElement)
551 xtr.Read();
552 }
553 }
554 else
555 {
556 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
557 xtr.ReadOuterXml(); // ignore
558 }
559 }
560
561 return errors;
562 }
563
564
565 public string ToXml2()
566 {
567 MemoryStream ms = new MemoryStream(512);
568 UTF8Encoding enc = new UTF8Encoding();
569 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
570 ToXml2(xwriter);
571 xwriter.Flush();
572 string s = ms.GetStreamString();
573 xwriter.Close();
574 return s;
575 }
576
577 public static SOPVehicle FromXml2(string text)
578 {
579 if (text == String.Empty)
580 return null;
581
582 UTF8Encoding enc = new UTF8Encoding();
583 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
584 XmlTextReader xreader = new XmlTextReader(ms);
585
586 SOPVehicle v = new SOPVehicle();
587 bool error;
588
589 v.FromXml2(xreader, out error);
590
591 xreader.Close();
592
593 if (error)
594 {
595 v = null;
596 return null;
597 }
598 return v;
599 }
600
601 public static SOPVehicle FromXml2(XmlTextReader reader)
602 {
603 SOPVehicle vehicle = new SOPVehicle();
604
605 bool errors = false;
606
607 vehicle.FromXml2(reader, out errors);
608 if (errors)
609 return null;
610
611 return vehicle;
612 }
613
614 private void FromXml2(XmlTextReader _reader, out bool errors)
615 {
616 errors = false;
617 reader = _reader;
618
619 Dictionary<string, Action> m_VehicleXmlProcessors
620 = new Dictionary<string, Action>();
621
622 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
623 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
624
625 // Linear properties
626 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
627 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
628 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
629 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
630 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
631
632 //Angular properties
633 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
634 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
635 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
636 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
637
638 //Deflection properties
639 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
640 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
641 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
642 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
643
644 //Banking properties
645 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
646 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
647 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
648
649 //Hover and Buoyancy properties
650 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
651 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
652 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
653
654 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
655
656 //Attractor properties
657 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
658 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
659
660 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
661
662 vd = new VehicleData();
663
664 reader.ReadStartElement("Vehicle", String.Empty);
665
666 errors = EReadProcessors(
667 m_VehicleXmlProcessors,
668 reader);
669
670 reader.ReadEndElement();
671 reader = null;
672 }
673
674 private void ProcessXR_type()
675 {
676 vd.m_type = (Vehicle)XRint();
677 }
678 private void ProcessXR_flags()
679 {
680 vd.m_flags = (VehicleFlag)XRint();
681 }
682 // Linear properties
683 private void ProcessXR_linearMotorDirection()
684 {
685 vd.m_linearMotorDirection = XRvector();
686 }
687
688 private void ProcessXR_linearFrictionTimescale()
689 {
690 vd.m_linearFrictionTimescale = XRvector();
691 }
692
693 private void ProcessXR_linearMotorDecayTimescale()
694 {
695 vd.m_linearMotorDecayTimescale = XRfloat();
696 }
697 private void ProcessXR_linearMotorTimescale()
698 {
699 vd.m_linearMotorTimescale = XRfloat();
700 }
701 private void ProcessXR_linearMotorOffset()
702 {
703 vd.m_linearMotorOffset = XRvector();
704 }
705
706
707 //Angular properties
708 private void ProcessXR_angularMotorDirection()
709 {
710 vd.m_angularMotorDirection = XRvector();
711 }
712 private void ProcessXR_angularMotorTimescale()
713 {
714 vd.m_angularMotorTimescale = XRfloat();
715 }
716 private void ProcessXR_angularMotorDecayTimescale()
717 {
718 vd.m_angularMotorDecayTimescale = XRfloat();
719 }
720 private void ProcessXR_angularFrictionTimescale()
721 {
722 vd.m_angularFrictionTimescale = XRvector();
723 }
724
725 //Deflection properties
726 private void ProcessXR_angularDeflectionEfficiency()
727 {
728 vd.m_angularDeflectionEfficiency = XRfloat();
729 }
730 private void ProcessXR_angularDeflectionTimescale()
731 {
732 vd.m_angularDeflectionTimescale = XRfloat();
733 }
734 private void ProcessXR_linearDeflectionEfficiency()
735 {
736 vd.m_linearDeflectionEfficiency = XRfloat();
737 }
738 private void ProcessXR_linearDeflectionTimescale()
739 {
740 vd.m_linearDeflectionTimescale = XRfloat();
741 }
742
743 //Banking properties
744 private void ProcessXR_bankingEfficiency()
745 {
746 vd.m_bankingEfficiency = XRfloat();
747 }
748 private void ProcessXR_bankingMix()
749 {
750 vd.m_bankingMix = XRfloat();
751 }
752 private void ProcessXR_bankingTimescale()
753 {
754 vd.m_bankingTimescale = XRfloat();
755 }
756
757 //Hover and Buoyancy properties
758 private void ProcessXR_VhoverHeight()
759 {
760 vd.m_VhoverHeight = XRfloat();
761 }
762 private void ProcessXR_VhoverEfficiency()
763 {
764 vd.m_VhoverEfficiency = XRfloat();
765 }
766 private void ProcessXR_VhoverTimescale()
767 {
768 vd.m_VhoverTimescale = XRfloat();
769 }
770
771 private void ProcessXR_VehicleBuoyancy()
772 {
773 vd.m_VehicleBuoyancy = XRfloat();
774 }
775
776 //Attractor properties
777 private void ProcessXR_verticalAttractionEfficiency()
778 {
779 vd.m_verticalAttractionEfficiency = XRfloat();
780 }
781 private void ProcessXR_verticalAttractionTimescale()
782 {
783 vd.m_verticalAttractionTimescale = XRfloat();
784 }
785
786 private void ProcessXR_referenceFrame()
787 {
788 vd.m_referenceFrame = XRquat();
789 }
790 }
791}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 5c8b097..65c50bf 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -101,12 +101,12 @@ namespace OpenSim.Region.Framework.Scenes
101 engine.StartProcessing(); 101 engine.StartProcessing();
102 } 102 }
103 103
104 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) 104 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item, uint cost)
105 { 105 {
106 IMoneyModule money = RequestModuleInterface<IMoneyModule>(); 106 IMoneyModule money = RequestModuleInterface<IMoneyModule>();
107 if (money != null) 107 if (money != null)
108 { 108 {
109 money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload"); 109 money.ApplyUploadCharge(agentID, (int)cost, "Asset upload");
110 } 110 }
111 111
112 AddInventoryItem(item); 112 AddInventoryItem(item);
@@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169 return false; 169 return false;
170 } 170 }
171 } 171 }
172 172
173 if (InventoryService.AddItem(item)) 173 if (InventoryService.AddItem(item))
174 { 174 {
175 int userlevel = 0; 175 int userlevel = 0;
@@ -324,8 +324,7 @@ namespace OpenSim.Region.Framework.Scenes
324 324
325 // Update item with new asset 325 // Update item with new asset
326 item.AssetID = asset.FullID; 326 item.AssetID = asset.FullID;
327 if (group.UpdateInventoryItem(item)) 327 group.UpdateInventoryItem(item);
328 remoteClient.SendAgentAlertMessage("Script saved", false);
329 328
330 part.SendPropertiesToClient(remoteClient); 329 part.SendPropertiesToClient(remoteClient);
331 330
@@ -336,12 +335,7 @@ namespace OpenSim.Region.Framework.Scenes
336 { 335 {
337 // Needs to determine which engine was running it and use that 336 // Needs to determine which engine was running it and use that
338 // 337 //
339 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 338 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1);
340 errors = part.Inventory.GetScriptErrors(item.ItemID);
341 }
342 else
343 {
344 remoteClient.SendAgentAlertMessage("Script saved", false);
345 } 339 }
346 340
347 // Tell anyone managing scripts that a script has been reloaded/changed 341 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -409,6 +403,7 @@ namespace OpenSim.Region.Framework.Scenes
409 403
410 if (UUID.Zero == transactionID) 404 if (UUID.Zero == transactionID)
411 { 405 {
406 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
412 item.Name = itemUpd.Name; 407 item.Name = itemUpd.Name;
413 item.Description = itemUpd.Description; 408 item.Description = itemUpd.Description;
414 409
@@ -793,6 +788,8 @@ namespace OpenSim.Region.Framework.Scenes
793 return; 788 return;
794 } 789 }
795 790
791 if (newName == null) newName = item.Name;
792
796 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 793 AssetBase asset = AssetService.Get(item.AssetID.ToString());
797 794
798 if (asset != null) 795 if (asset != null)
@@ -853,6 +850,24 @@ namespace OpenSim.Region.Framework.Scenes
853 } 850 }
854 851
855 /// <summary> 852 /// <summary>
853 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
854 /// </summary>
855 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
856 {
857 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
858 foreach (InventoryItemBase b in items)
859 {
860 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
861 InventoryItemBase n = InventoryService.GetItem(b);
862 n.Folder = destfolder;
863 moveitems.Add(n);
864 remoteClient.SendInventoryItemCreateUpdate(n, 0);
865 }
866
867 MoveInventoryItem(remoteClient, moveitems);
868 }
869
870 /// <summary>
856 /// Move an item within the agent's inventory. 871 /// Move an item within the agent's inventory.
857 /// </summary> 872 /// </summary>
858 /// <param name="remoteClient"></param> 873 /// <param name="remoteClient"></param>
@@ -887,11 +902,22 @@ namespace OpenSim.Region.Framework.Scenes
887 public void CreateNewInventoryItem( 902 public void CreateNewInventoryItem(
888 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 903 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
889 string name, string description, uint flags, uint callbackID, 904 string name, string description, uint flags, uint callbackID,
890 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate) 905 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID)
891 { 906 {
892 CreateNewInventoryItem( 907 CreateNewInventoryItem(
893 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType, 908 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
894 (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate); 909 (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate, transationID);
910 }
911
912
913 private void CreateNewInventoryItem(
914 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
915 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
916 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
917 {
918 CreateNewInventoryItem(remoteClient, creatorID, creatorData, folderID,
919 name, description, flags, callbackID, asset, invType,
920 baseMask, currentMask, everyoneMask, nextOwnerMask, groupMask, creationDate, UUID.Zero);
895 } 921 }
896 922
897 /// <summary> 923 /// <summary>
@@ -916,7 +942,7 @@ namespace OpenSim.Region.Framework.Scenes
916 private void CreateNewInventoryItem( 942 private void CreateNewInventoryItem(
917 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 943 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
918 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType, 944 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
919 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate) 945 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,UUID transationID)
920 { 946 {
921 InventoryItemBase item = new InventoryItemBase(); 947 InventoryItemBase item = new InventoryItemBase();
922 item.Owner = remoteClient.AgentId; 948 item.Owner = remoteClient.AgentId;
@@ -939,7 +965,7 @@ namespace OpenSim.Region.Framework.Scenes
939 965
940 if (AddInventoryItem(item)) 966 if (AddInventoryItem(item))
941 { 967 {
942 remoteClient.SendInventoryItemCreateUpdate(item, callbackID); 968 remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID);
943 } 969 }
944 else 970 else
945 { 971 {
@@ -1214,6 +1240,10 @@ namespace OpenSim.Region.Framework.Scenes
1214 { 1240 {
1215 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1241 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1216 1242
1243 // Can't move a null item
1244 if (itemId == UUID.Zero)
1245 return;
1246
1217 if (null == part) 1247 if (null == part)
1218 { 1248 {
1219 m_log.WarnFormat( 1249 m_log.WarnFormat(
@@ -1318,21 +1348,28 @@ namespace OpenSim.Region.Framework.Scenes
1318 return; 1348 return;
1319 } 1349 }
1320 1350
1321 if (part.OwnerID != destPart.OwnerID) 1351 // Can't transfer this
1352 //
1353 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1354 return;
1355
1356 bool overrideNoMod = false;
1357 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1358 overrideNoMod = true;
1359
1360 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1322 { 1361 {
1323 // Source must have transfer permissions 1362 // object cannot copy items to an object owned by a different owner
1324 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1363 // unless llAllowInventoryDrop has been called
1325 return;
1326 1364
1327 // Object cannot copy items to an object owned by a different owner 1365 return;
1328 // unless llAllowInventoryDrop has been called on the destination
1329 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1330 return;
1331 } 1366 }
1332 1367
1333 // must have both move and modify permission to put an item in an object 1368 // must have both move and modify permission to put an item in an object
1334 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1369 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1370 {
1335 return; 1371 return;
1372 }
1336 1373
1337 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1374 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1338 1375
@@ -1388,6 +1425,14 @@ namespace OpenSim.Region.Framework.Scenes
1388 1425
1389 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1426 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1390 { 1427 {
1428 SceneObjectPart destPart = GetSceneObjectPart(destID);
1429 if (destPart != null) // Move into a prim
1430 {
1431 foreach(UUID itemID in items)
1432 MoveTaskInventoryItem(destID, host, itemID);
1433 return destID; // Prim folder ID == prim ID
1434 }
1435
1391 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1436 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1392 1437
1393 UUID newFolderID = UUID.Random(); 1438 UUID newFolderID = UUID.Random();
@@ -1570,12 +1615,12 @@ namespace OpenSim.Region.Framework.Scenes
1570 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1615 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1571 remoteClient, part, transactionID, currentItem); 1616 remoteClient, part, transactionID, currentItem);
1572 1617
1573 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1618// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1574 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1619// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1575 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1620// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1576 remoteClient.SendAgentAlertMessage("Script saved", false); 1621// remoteClient.SendAgentAlertMessage("Script saved", false);
1577 else 1622// else
1578 remoteClient.SendAgentAlertMessage("Item saved", false); 1623// remoteClient.SendAgentAlertMessage("Item saved", false);
1579 } 1624 }
1580 1625
1581 // Base ALWAYS has move 1626 // Base ALWAYS has move
@@ -1758,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1758 } 1803 }
1759 1804
1760 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1805 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1761 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1806 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1762 agentID); 1807 agentID);
1763 AssetService.Store(asset); 1808 AssetService.Store(asset);
1764 1809
@@ -1925,23 +1970,32 @@ namespace OpenSim.Region.Framework.Scenes
1925 // build a list of eligible objects 1970 // build a list of eligible objects
1926 List<uint> deleteIDs = new List<uint>(); 1971 List<uint> deleteIDs = new List<uint>();
1927 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1972 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1928 1973 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1929 // Start with true for both, then remove the flags if objects
1930 // that we can't derez are part of the selection
1931 bool permissionToTake = true;
1932 bool permissionToTakeCopy = true;
1933 bool permissionToDelete = true;
1934 1974
1935 foreach (uint localID in localIDs) 1975 foreach (uint localID in localIDs)
1936 { 1976 {
1977 // Start with true for both, then remove the flags if objects
1978 // that we can't derez are part of the selection
1979 bool permissionToTake = true;
1980 bool permissionToTakeCopy = true;
1981 bool permissionToDelete = true;
1982
1937 // Invalid id 1983 // Invalid id
1938 SceneObjectPart part = GetSceneObjectPart(localID); 1984 SceneObjectPart part = GetSceneObjectPart(localID);
1939 if (part == null) 1985 if (part == null)
1986 {
1987 //Client still thinks the object exists, kill it
1988 deleteIDs.Add(localID);
1940 continue; 1989 continue;
1990 }
1941 1991
1942 // Already deleted by someone else 1992 // Already deleted by someone else
1943 if (part.ParentGroup.IsDeleted) 1993 if (part.ParentGroup.IsDeleted)
1994 {
1995 //Client still thinks the object exists, kill it
1996 deleteIDs.Add(localID);
1944 continue; 1997 continue;
1998 }
1945 1999
1946 // Can't delete child prims 2000 // Can't delete child prims
1947 if (part != part.ParentGroup.RootPart) 2001 if (part != part.ParentGroup.RootPart)
@@ -1949,8 +2003,8 @@ namespace OpenSim.Region.Framework.Scenes
1949 2003
1950 SceneObjectGroup grp = part.ParentGroup; 2004 SceneObjectGroup grp = part.ParentGroup;
1951 2005
1952 deleteIDs.Add(localID); 2006 // If child prims have invalid perms, fix them
1953 deleteGroups.Add(grp); 2007 grp.AdjustChildPrimPermissions();
1954 2008
1955 // If child prims have invalid perms, fix them 2009 // If child prims have invalid perms, fix them
1956 grp.AdjustChildPrimPermissions(); 2010 grp.AdjustChildPrimPermissions();
@@ -1971,81 +2025,193 @@ namespace OpenSim.Region.Framework.Scenes
1971 } 2025 }
1972 else 2026 else
1973 { 2027 {
1974 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 2028 if (action == DeRezAction.TakeCopy)
2029 {
2030 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
2031 permissionToTakeCopy = false;
2032 }
2033 else
2034 {
1975 permissionToTakeCopy = false; 2035 permissionToTakeCopy = false;
1976 2036 }
1977 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2037 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1978 permissionToTake = false; 2038 permissionToTake = false;
1979 2039
1980 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2040 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1981 permissionToDelete = false; 2041 permissionToDelete = false;
1982 } 2042 }
1983 }
1984 2043
1985 // Handle god perms 2044 // Handle god perms
1986 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 2045 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1987 { 2046 {
1988 permissionToTake = true; 2047 permissionToTake = true;
1989 permissionToTakeCopy = true; 2048 permissionToTakeCopy = true;
1990 permissionToDelete = true; 2049 permissionToDelete = true;
1991 } 2050 }
1992 2051
1993 // If we're re-saving, we don't even want to delete 2052 // If we're re-saving, we don't even want to delete
1994 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2053 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1995 permissionToDelete = false; 2054 permissionToDelete = false;
1996 2055
1997 // if we want to take a copy, we also don't want to delete 2056 // if we want to take a copy, we also don't want to delete
1998 // Note: after this point, the permissionToTakeCopy flag 2057 // Note: after this point, the permissionToTakeCopy flag
1999 // becomes irrelevant. It already includes the permissionToTake 2058 // becomes irrelevant. It already includes the permissionToTake
2000 // permission and after excluding no copy items here, we can 2059 // permission and after excluding no copy items here, we can
2001 // just use that. 2060 // just use that.
2002 if (action == DeRezAction.TakeCopy) 2061 if (action == DeRezAction.TakeCopy)
2003 { 2062 {
2004 // If we don't have permission, stop right here 2063 // If we don't have permission, stop right here
2005 if (!permissionToTakeCopy) 2064 if (!permissionToTakeCopy)
2006 return; 2065 return;
2007 2066
2008 permissionToTake = true; 2067 permissionToTake = true;
2009 // Don't delete 2068 // Don't delete
2010 permissionToDelete = false; 2069 permissionToDelete = false;
2011 } 2070 }
2012 2071
2013 if (action == DeRezAction.Return) 2072 if (action == DeRezAction.Return)
2014 {
2015 if (remoteClient != null)
2016 { 2073 {
2017 if (Permissions.CanReturnObjects( 2074 if (remoteClient != null)
2018 null,
2019 remoteClient.AgentId,
2020 deleteGroups))
2021 { 2075 {
2022 permissionToTake = true; 2076 if (Permissions.CanReturnObjects(
2023 permissionToDelete = true; 2077 null,
2024 2078 remoteClient.AgentId,
2025 foreach (SceneObjectGroup g in deleteGroups) 2079 new List<SceneObjectGroup>() {grp}))
2026 { 2080 {
2027 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2081 permissionToTake = true;
2082 permissionToDelete = true;
2083
2084 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
2028 } 2085 }
2029 } 2086 }
2087 else // Auto return passes through here with null agent
2088 {
2089 permissionToTake = true;
2090 permissionToDelete = true;
2091 }
2030 } 2092 }
2031 else // Auto return passes through here with null agent 2093
2094 if (permissionToTake && (!permissionToDelete))
2095 takeGroups.Add(grp);
2096
2097 if (permissionToDelete)
2032 { 2098 {
2033 permissionToTake = true; 2099 if (permissionToTake)
2034 permissionToDelete = true; 2100 deleteGroups.Add(grp);
2101 deleteIDs.Add(grp.LocalId);
2035 } 2102 }
2036 } 2103 }
2037 2104
2038 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2105 SendKillObject(deleteIDs);
2106
2107 if (deleteGroups.Count > 0)
2039 { 2108 {
2109 foreach (SceneObjectGroup g in deleteGroups)
2110 deleteIDs.Remove(g.LocalId);
2111
2040 m_asyncSceneObjectDeleter.DeleteToInventory( 2112 m_asyncSceneObjectDeleter.DeleteToInventory(
2041 action, destinationID, deleteGroups, remoteClient, 2113 action, destinationID, deleteGroups, remoteClient,
2042 permissionToDelete); 2114 true);
2115 }
2116 if (takeGroups.Count > 0)
2117 {
2118 m_asyncSceneObjectDeleter.DeleteToInventory(
2119 action, destinationID, takeGroups, remoteClient,
2120 false);
2043 } 2121 }
2044 else if (permissionToDelete) 2122 if (deleteIDs.Count > 0)
2045 { 2123 {
2046 foreach (SceneObjectGroup g in deleteGroups) 2124 foreach (SceneObjectGroup g in deleteGroups)
2047 DeleteSceneObject(g, false); 2125 DeleteSceneObject(g, true);
2126 }
2127 }
2128
2129 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2130 {
2131 itemID = UUID.Zero;
2132 if (grp != null)
2133 {
2134 Vector3 inventoryStoredPosition = new Vector3
2135 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2136 ? 250
2137 : grp.AbsolutePosition.X)
2138 ,
2139 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2140 ? 250
2141 : grp.AbsolutePosition.X,
2142 grp.AbsolutePosition.Z);
2143
2144 Vector3 originalPosition = grp.AbsolutePosition;
2145
2146 grp.AbsolutePosition = inventoryStoredPosition;
2147
2148 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2149
2150 grp.AbsolutePosition = originalPosition;
2151
2152 AssetBase asset = CreateAsset(
2153 grp.GetPartName(grp.LocalId),
2154 grp.GetPartDescription(grp.LocalId),
2155 (sbyte)AssetType.Object,
2156 Utils.StringToBytes(sceneObjectXml),
2157 remoteClient.AgentId);
2158 AssetService.Store(asset);
2159
2160 InventoryItemBase item = new InventoryItemBase();
2161 item.CreatorId = grp.RootPart.CreatorID.ToString();
2162 item.CreatorData = grp.RootPart.CreatorData;
2163 item.Owner = remoteClient.AgentId;
2164 item.ID = UUID.Random();
2165 item.AssetID = asset.FullID;
2166 item.Description = asset.Description;
2167 item.Name = asset.Name;
2168 item.AssetType = asset.Type;
2169 item.InvType = (int)InventoryType.Object;
2170
2171 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2172 if (folder != null)
2173 item.Folder = folder.ID;
2174 else // oopsies
2175 item.Folder = UUID.Zero;
2176
2177 // Set up base perms properly
2178 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2179 permsBase &= grp.RootPart.BaseMask;
2180 permsBase |= (uint)PermissionMask.Move;
2181
2182 // Make sure we don't lock it
2183 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2184
2185 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2186 {
2187 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2188 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2189 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2190 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2191 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2192 }
2193 else
2194 {
2195 item.BasePermissions = permsBase;
2196 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2197 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2198 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2199 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2200 }
2201 item.CreationDate = Util.UnixTimeSinceEpoch();
2202
2203 // sets itemID so client can show item as 'attached' in inventory
2204 grp.FromItemID = item.ID;
2205
2206 if (AddInventoryItem(item))
2207 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2208 else
2209 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2210
2211 itemID = item.ID;
2212 return item.AssetID;
2048 } 2213 }
2214 return UUID.Zero;
2049 } 2215 }
2050 2216
2051 /// <summary> 2217 /// <summary>
@@ -2175,6 +2341,9 @@ namespace OpenSim.Region.Framework.Scenes
2175 2341
2176 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2342 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2177 { 2343 {
2344 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2345 return;
2346
2178 SceneObjectPart part = GetSceneObjectPart(objectID); 2347 SceneObjectPart part = GetSceneObjectPart(objectID);
2179 if (part == null) 2348 if (part == null)
2180 return; 2349 return;
@@ -2231,7 +2400,10 @@ namespace OpenSim.Region.Framework.Scenes
2231 } 2400 }
2232 else 2401 else
2233 { 2402 {
2234 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2403 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2404 continue;
2405
2406 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2235 continue; 2407 continue;
2236 2408
2237 if (sog.GroupID != groupID) 2409 if (sog.GroupID != groupID)
@@ -2343,6 +2515,12 @@ namespace OpenSim.Region.Framework.Scenes
2343 } 2515 }
2344 2516
2345 m_sceneGraph.LinkObjects(root, children); 2517 m_sceneGraph.LinkObjects(root, children);
2518
2519 ScenePresence sp;
2520 if (TryGetScenePresence(agentId, out sp))
2521 {
2522 root.SendPropertiesToClient(sp.ControllingClient);
2523 }
2346 } 2524 }
2347 2525
2348 private string PermissionString(uint permissions) 2526 private string PermissionString(uint permissions)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index df43271..ce6415a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes
50 /// <param name='targetID'></param> 50 /// <param name='targetID'></param>
51 /// <param name='fromAgent'></param> 51 /// <param name='fromAgent'></param>
52 /// <param name='broadcast'></param> 52 /// <param name='broadcast'></param>
53 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 53 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast) 54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
55 { 55 {
56 OSChatMessage args = new OSChatMessage(); 56 OSChatMessage args = new OSChatMessage();
@@ -61,6 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
61 args.Position = fromPos; 61 args.Position = fromPos;
62 args.SenderUUID = fromID; 62 args.SenderUUID = fromID;
63 args.Scene = this; 63 args.Scene = this;
64 args.Destination = targetID;
64 65
65 if (fromAgent) 66 if (fromAgent)
66 { 67 {
@@ -75,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
75 } 76 }
76 77
77 args.From = fromName; 78 args.From = fromName;
78 args.TargetUUID = targetID; 79 //args.
79 80
80// m_log.DebugFormat( 81// m_log.DebugFormat(
81// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", 82// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
@@ -86,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
86 else 87 else
87 EventManager.TriggerOnChatFromWorld(this, args); 88 EventManager.TriggerOnChatFromWorld(this, args);
88 } 89 }
89 90
90 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 91 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
91 UUID fromID, bool fromAgent, bool broadcast) 92 UUID fromID, bool fromAgent, bool broadcast)
92 { 93 {
@@ -130,19 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
130 { 131 {
131 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 132 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
132 } 133 }
133 /// <summary>
134 ///
135 /// </summary>
136 /// <param name="message"></param>
137 /// <param name="type"></param>
138 /// <param name="fromPos"></param>
139 /// <param name="fromName"></param>
140 /// <param name="fromAgentID"></param>
141 /// <param name="targetID"></param>
142 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
143 {
144 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
145 }
146 134
147 /// <summary> 135 /// <summary>
148 /// Invoked when the client requests a prim. 136 /// Invoked when the client requests a prim.
@@ -164,27 +152,47 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="remoteClient"></param> 152 /// <param name="remoteClient"></param>
165 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 153 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
166 { 154 {
155 /*
156 SceneObjectPart part = GetSceneObjectPart(primLocalID);
157
158 if (null == part)
159 return;
160
161 if (part.IsRoot)
162 {
163 SceneObjectGroup sog = part.ParentGroup;
164 sog.SendPropertiesToClient(remoteClient);
165
166 // A prim is only tainted if it's allowed to be edited by the person clicking it.
167 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
168 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
169 {
170 sog.IsSelected = true;
171 EventManager.TriggerParcelPrimCountTainted();
172 }
173 }
174 else
175 {
176 part.SendPropertiesToClient(remoteClient);
177 }
178 */
167 SceneObjectPart part = GetSceneObjectPart(primLocalID); 179 SceneObjectPart part = GetSceneObjectPart(primLocalID);
168 180
169 if (null == part) 181 if (null == part)
170 return; 182 return;
171 183
172 if (part.IsRoot) 184 SceneObjectGroup sog = part.ParentGroup;
173 { 185 if (sog == null)
174 SceneObjectGroup sog = part.ParentGroup; 186 return;
175 sog.SendPropertiesToClient(remoteClient);
176 sog.IsSelected = true;
177 187
178 // A prim is only tainted if it's allowed to be edited by the person clicking it. 188 part.SendPropertiesToClient(remoteClient);
179 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 189
180 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 190 // A prim is only tainted if it's allowed to be edited by the person clicking it.
181 { 191 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
182 EventManager.TriggerParcelPrimCountTainted(); 192 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
183 }
184 }
185 else
186 { 193 {
187 part.SendPropertiesToClient(remoteClient); 194 part.IsSelected = true;
195 EventManager.TriggerParcelPrimCountTainted();
188 } 196 }
189 } 197 }
190 198
@@ -237,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes
237 SceneObjectPart part = GetSceneObjectPart(primLocalID); 245 SceneObjectPart part = GetSceneObjectPart(primLocalID);
238 if (part == null) 246 if (part == null)
239 return; 247 return;
240 248 /*
241 // A deselect packet contains all the local prims being deselected. However, since selection is still 249 // A deselect packet contains all the local prims being deselected. However, since selection is still
242 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 250 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
243 // we end up sending many duplicate ObjectUpdates 251 // we end up sending many duplicate ObjectUpdates
@@ -250,7 +258,9 @@ namespace OpenSim.Region.Framework.Scenes
250 // handled by group, but by prim. Legacy cruft. 258 // handled by group, but by prim. Legacy cruft.
251 // TODO: Make selection flagging per prim! 259 // TODO: Make selection flagging per prim!
252 // 260 //
253 part.ParentGroup.IsSelected = false; 261 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
262 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
263 part.ParentGroup.IsSelected = false;
254 264
255 if (part.ParentGroup.IsAttachment) 265 if (part.ParentGroup.IsAttachment)
256 isAttachment = true; 266 isAttachment = true;
@@ -270,6 +280,22 @@ namespace OpenSim.Region.Framework.Scenes
270 part.UUID, remoteClient.AgentId)) 280 part.UUID, remoteClient.AgentId))
271 EventManager.TriggerParcelPrimCountTainted(); 281 EventManager.TriggerParcelPrimCountTainted();
272 } 282 }
283 */
284
285 bool oldgprSelect = part.ParentGroup.IsSelected;
286
287 // This is wrong, wrong, wrong. Selection should not be
288 // handled by group, but by prim. Legacy cruft.
289 // TODO: Make selection flagging per prim!
290 //
291 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
292 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
293 {
294 part.IsSelected = false;
295 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
296 EventManager.TriggerParcelPrimCountTainted();
297 }
298
273 } 299 }
274 300
275 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 301 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
@@ -412,6 +438,20 @@ namespace OpenSim.Region.Framework.Scenes
412 ); 438 );
413 } 439 }
414 440
441 private class DescendentsRequestData
442 {
443 public IClientAPI RemoteClient;
444 public UUID FolderID;
445 public UUID OwnerID;
446 public bool FetchFolders;
447 public bool FetchItems;
448 public int SortOrder;
449 }
450
451 private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
452 private Object m_descendentsRequestLock = new Object();
453 private bool m_descendentsRequestProcessing = false;
454
415 /// <summary> 455 /// <summary>
416 /// Tell the client about the various child items and folders contained in the requested folder. 456 /// Tell the client about the various child items and folders contained in the requested folder.
417 /// </summary> 457 /// </summary>
@@ -448,17 +488,38 @@ namespace OpenSim.Region.Framework.Scenes
448 } 488 }
449 } 489 }
450 490
451 // We're going to send the reply async, because there may be 491 lock (m_descendentsRequestLock)
452 // an enormous quantity of packets -- basically the entire inventory! 492 {
453 // We don't want to block the client thread while all that is happening. 493 if (!m_descendentsRequestProcessing)
454 SendInventoryDelegate d = SendInventoryAsync; 494 {
455 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); 495 m_descendentsRequestProcessing = true;
496
497 // We're going to send the reply async, because there may be
498 // an enormous quantity of packets -- basically the entire inventory!
499 // We don't want to block the client thread while all that is happening.
500 SendInventoryDelegate d = SendInventoryAsync;
501 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
502
503 return;
504 }
505
506 DescendentsRequestData req = new DescendentsRequestData();
507 req.RemoteClient = remoteClient;
508 req.FolderID = folderID;
509 req.OwnerID = ownerID;
510 req.FetchFolders = fetchFolders;
511 req.FetchItems = fetchItems;
512 req.SortOrder = sortOrder;
513
514 m_descendentsRequestQueue.Enqueue(req);
515 }
456 } 516 }
457 517
458 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); 518 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
459 519
460 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) 520 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
461 { 521 {
522 Thread.Sleep(20);
462 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); 523 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
463 } 524 }
464 525
@@ -466,6 +527,21 @@ namespace OpenSim.Region.Framework.Scenes
466 { 527 {
467 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; 528 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
468 d.EndInvoke(iar); 529 d.EndInvoke(iar);
530
531 lock (m_descendentsRequestLock)
532 {
533 if (m_descendentsRequestQueue.Count > 0)
534 {
535 DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
536
537 d = SendInventoryAsync;
538 d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
539
540 return;
541 }
542
543 m_descendentsRequestProcessing = false;
544 }
469 } 545 }
470 546
471 /// <summary> 547 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 4859dff..784fc91 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -221,8 +221,8 @@ namespace OpenSim.Region.Framework.Scenes
221 // TODO: need to figure out how allow client agents but deny 221 // TODO: need to figure out how allow client agents but deny
222 // root agents when ACL denies access to root agent 222 // root agents when ACL denies access to root agent
223 public bool m_strictAccessControl = true; 223 public bool m_strictAccessControl = true;
224 224 public bool m_seeIntoBannedRegion = false;
225 public int MaxUndoCount { get; set; } 225 public int MaxUndoCount = 5;
226 226
227 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 227 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
228 public bool LoginLock = false; 228 public bool LoginLock = false;
@@ -238,11 +238,13 @@ namespace OpenSim.Region.Framework.Scenes
238 238
239 protected int m_splitRegionID; 239 protected int m_splitRegionID;
240 protected Timer m_restartWaitTimer = new Timer(); 240 protected Timer m_restartWaitTimer = new Timer();
241 protected Timer m_timerWatchdog = new Timer();
241 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 242 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
242 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 243 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
243 protected string m_simulatorVersion = "OpenSimulator Server"; 244 protected string m_simulatorVersion = "OpenSimulator Server";
244 protected AgentCircuitManager m_authenticateHandler; 245 protected AgentCircuitManager m_authenticateHandler;
245 protected SceneCommunicationService m_sceneGridService; 246 protected SceneCommunicationService m_sceneGridService;
247 protected ISnmpModule m_snmpService = null;
246 248
247 protected ISimulationDataService m_SimulationDataService; 249 protected ISimulationDataService m_SimulationDataService;
248 protected IEstateDataService m_EstateDataService; 250 protected IEstateDataService m_EstateDataService;
@@ -305,8 +307,8 @@ namespace OpenSim.Region.Framework.Scenes
305 private int m_update_presences = 1; // Update scene presence movements 307 private int m_update_presences = 1; // Update scene presence movements
306 private int m_update_events = 1; 308 private int m_update_events = 1;
307 private int m_update_backup = 200; 309 private int m_update_backup = 200;
308 private int m_update_terrain = 50; 310 private int m_update_terrain = 1000;
309// private int m_update_land = 1; 311 private int m_update_land = 10;
310 private int m_update_coarse_locations = 50; 312 private int m_update_coarse_locations = 50;
311 313
312 private int agentMS; 314 private int agentMS;
@@ -319,13 +321,13 @@ namespace OpenSim.Region.Framework.Scenes
319 private int backupMS; 321 private int backupMS;
320 private int terrainMS; 322 private int terrainMS;
321 private int landMS; 323 private int landMS;
322 private int spareMS;
323 324
324 /// <summary> 325 /// <summary>
325 /// Tick at which the last frame was processed. 326 /// Tick at which the last frame was processed.
326 /// </summary> 327 /// </summary>
327 private int m_lastFrameTick; 328 private int m_lastFrameTick;
328 329
330 public bool CombineRegions = false;
329 /// <summary> 331 /// <summary>
330 /// Tick at which the last maintenance run occurred. 332 /// Tick at which the last maintenance run occurred.
331 /// </summary> 333 /// </summary>
@@ -354,6 +356,11 @@ namespace OpenSim.Region.Framework.Scenes
354 /// </summary> 356 /// </summary>
355 private int m_LastLogin; 357 private int m_LastLogin;
356 358
359 private int m_lastIncoming;
360 private int m_lastOutgoing;
361 private int m_hbRestarts = 0;
362
363
357 /// <summary> 364 /// <summary>
358 /// Thread that runs the scene loop. 365 /// Thread that runs the scene loop.
359 /// </summary> 366 /// </summary>
@@ -394,7 +401,7 @@ namespace OpenSim.Region.Framework.Scenes
394 private volatile bool m_active; 401 private volatile bool m_active;
395 402
396// private int m_lastUpdate; 403// private int m_lastUpdate;
397// private bool m_firstHeartbeat = true; 404 private bool m_firstHeartbeat = true;
398 405
399 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 406 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
400 private bool m_reprioritizationEnabled = true; 407 private bool m_reprioritizationEnabled = true;
@@ -438,6 +445,19 @@ namespace OpenSim.Region.Framework.Scenes
438 get { return m_sceneGridService; } 445 get { return m_sceneGridService; }
439 } 446 }
440 447
448 public ISnmpModule SnmpService
449 {
450 get
451 {
452 if (m_snmpService == null)
453 {
454 m_snmpService = RequestModuleInterface<ISnmpModule>();
455 }
456
457 return m_snmpService;
458 }
459 }
460
441 public ISimulationDataService SimulationDataService 461 public ISimulationDataService SimulationDataService
442 { 462 {
443 get 463 get
@@ -731,6 +751,8 @@ namespace OpenSim.Region.Framework.Scenes
731 m_SimulationDataService = simDataService; 751 m_SimulationDataService = simDataService;
732 m_EstateDataService = estateDataService; 752 m_EstateDataService = estateDataService;
733 m_regionHandle = RegionInfo.RegionHandle; 753 m_regionHandle = RegionInfo.RegionHandle;
754 m_lastIncoming = 0;
755 m_lastOutgoing = 0;
734 756
735 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 757 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
736 m_asyncSceneObjectDeleter.Enabled = true; 758 m_asyncSceneObjectDeleter.Enabled = true;
@@ -820,132 +842,141 @@ namespace OpenSim.Region.Framework.Scenes
820 842
821 // Region config overrides global config 843 // Region config overrides global config
822 // 844 //
823 if (m_config.Configs["Startup"] != null) 845 try
824 { 846 {
825 IConfig startupConfig = m_config.Configs["Startup"]; 847 if (m_config.Configs["Startup"] != null)
826
827 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
828
829 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
830 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
831 if (!UseBackup)
832 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
833
834 //Animation states
835 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
836
837 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
838
839 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
840 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
841
842 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
843 if (RegionInfo.NonphysPrimMin > 0)
844 { 848 {
845 m_minNonphys = RegionInfo.NonphysPrimMin; 849 IConfig startupConfig = m_config.Configs["Startup"];
846 }
847 850
848 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 851 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
849 if (RegionInfo.NonphysPrimMax > 0)
850 {
851 m_maxNonphys = RegionInfo.NonphysPrimMax;
852 }
853 852
854 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys); 853 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
855 if (RegionInfo.PhysPrimMin > 0) 854 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
856 { 855 if (!UseBackup)
857 m_minPhys = RegionInfo.PhysPrimMin; 856 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
858 } 857
858 //Animation states
859 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
859 860
860 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 861 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
861 if (RegionInfo.PhysPrimMax > 0) 862 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
862 {
863 m_maxPhys = RegionInfo.PhysPrimMax;
864 }
865 863
866 // Here, if clamping is requested in either global or 864 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
867 // local config, it will be used 865 if (RegionInfo.NonphysPrimMin > 0)
868 // 866 {
869 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); 867 m_minNonphys = RegionInfo.NonphysPrimMin;
870 if (RegionInfo.ClampPrimSize) 868 }
871 {
872 m_clampPrimSize = true;
873 }
874 869
875 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 870 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
876 if (RegionInfo.LinksetCapacity > 0) 871 if (RegionInfo.NonphysPrimMax > 0)
877 { 872 {
878 m_linksetCapacity = RegionInfo.LinksetCapacity; 873 m_maxNonphys = RegionInfo.NonphysPrimMax;
879 } 874 }
880 875
881 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); 876 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
882 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 877 if (RegionInfo.PhysPrimMin > 0)
883 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 878 {
884 m_dontPersistBefore = 879 m_minPhys = RegionInfo.PhysPrimMin;
885 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); 880 }
886 m_dontPersistBefore *= 10000000;
887 m_persistAfter =
888 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
889 m_persistAfter *= 10000000;
890 881
891 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 882 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
892 883
893 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 884 if (RegionInfo.PhysPrimMax > 0)
894 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); 885 {
886 m_maxPhys = RegionInfo.PhysPrimMax;
887 }
895 888
896 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 889 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
890 if (RegionInfo.LinksetCapacity > 0)
891 {
892 m_linksetCapacity = RegionInfo.LinksetCapacity;
893 }
897 894
898 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 895 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
899 if (m_generateMaptiles) 896 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
900 { 897
901 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 898 // Here, if clamping is requested in either global or
902 if (maptileRefresh != 0) 899 // local config, it will be used
900 //
901 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
902 if (RegionInfo.ClampPrimSize)
903 { 903 {
904 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 904 m_clampPrimSize = true;
905 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
906 m_mapGenerationTimer.AutoReset = true;
907 m_mapGenerationTimer.Start();
908 } 905 }
909 }
910 else
911 {
912 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
913 UUID tileID;
914 906
915 if (UUID.TryParse(tile, out tileID)) 907 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
908 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
909 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
910 m_dontPersistBefore =
911 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
912 m_dontPersistBefore *= 10000000;
913 m_persistAfter =
914 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
915 m_persistAfter *= 10000000;
916
917 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
918 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
919
920 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
921 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
922 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
923
924 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
925 if (m_generateMaptiles)
916 { 926 {
917 RegionInfo.RegionSettings.TerrainImageID = tileID; 927 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
928 if (maptileRefresh != 0)
929 {
930 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
931 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
932 m_mapGenerationTimer.AutoReset = true;
933 m_mapGenerationTimer.Start();
934 }
918 } 935 }
919 } 936 else
937 {
938 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
939 UUID tileID;
920 940
921 string grant = startupConfig.GetString("AllowedClients", String.Empty); 941 if (UUID.TryParse(tile, out tileID))
922 if (grant.Length > 0) 942 {
923 { 943 RegionInfo.RegionSettings.TerrainImageID = tileID;
924 foreach (string viewer in grant.Split('|')) 944 }
945 }
946
947 string grant = startupConfig.GetString("AllowedClients", String.Empty);
948 if (grant.Length > 0)
925 { 949 {
926 m_AllowedViewers.Add(viewer.Trim().ToLower()); 950 foreach (string viewer in grant.Split(','))
951 {
952 m_AllowedViewers.Add(viewer.Trim().ToLower());
953 }
927 } 954 }
928 }
929 955
930 grant = startupConfig.GetString("BannedClients", String.Empty); 956 grant = startupConfig.GetString("BannedClients", String.Empty);
931 if (grant.Length > 0) 957 if (grant.Length > 0)
932 {
933 foreach (string viewer in grant.Split('|'))
934 { 958 {
935 m_BannedViewers.Add(viewer.Trim().ToLower()); 959 foreach (string viewer in grant.Split(','))
960 {
961 m_BannedViewers.Add(viewer.Trim().ToLower());
962 }
936 } 963 }
937 }
938 964
939 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 965 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
940 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 966 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
941 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 967 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
942 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 968 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
943 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 969 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
944 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects); 970 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
945 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics); 971 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
946 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); 972 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
947 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 973 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
948 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 974 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
975 }
976 }
977 catch (Exception e)
978 {
979 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
949 } 980 }
950 981
951 // FIXME: Ultimately this should be in a module. 982 // FIXME: Ultimately this should be in a module.
@@ -990,6 +1021,8 @@ namespace OpenSim.Region.Framework.Scenes
990 StatsReporter = new SimStatsReporter(this); 1021 StatsReporter = new SimStatsReporter(this);
991 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 1022 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
992 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 1023 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
1024
1025 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
993 } 1026 }
994 1027
995 public Scene(RegionInfo regInfo) : base(regInfo) 1028 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1285,8 +1318,11 @@ namespace OpenSim.Region.Framework.Scenes
1285 // Stop all client threads. 1318 // Stop all client threads.
1286 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); 1319 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
1287 1320
1288 m_log.Debug("[SCENE]: Persisting changed objects"); 1321 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1289 EventManager.TriggerSceneShuttingDown(this); 1322 EventManager.TriggerSceneShuttingDown(this);
1323
1324 m_log.Debug("[SCENE]: Persisting changed objects");
1325
1290 Backup(false); 1326 Backup(false);
1291 m_sceneGraph.Close(); 1327 m_sceneGraph.Close();
1292 1328
@@ -1300,6 +1336,7 @@ namespace OpenSim.Region.Framework.Scenes
1300 // attempt to reference a null or disposed physics scene. 1336 // attempt to reference a null or disposed physics scene.
1301 if (PhysicsScene != null) 1337 if (PhysicsScene != null)
1302 { 1338 {
1339 m_log.Debug("[SCENE]: Dispose Physics");
1303 PhysicsScene phys = PhysicsScene; 1340 PhysicsScene phys = PhysicsScene;
1304 // remove the physics engine from both Scene and SceneGraph 1341 // remove the physics engine from both Scene and SceneGraph
1305 PhysicsScene = null; 1342 PhysicsScene = null;
@@ -1322,11 +1359,29 @@ namespace OpenSim.Region.Framework.Scenes
1322 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1359 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1323 if (m_heartbeatThread != null) 1360 if (m_heartbeatThread != null)
1324 { 1361 {
1362 m_hbRestarts++;
1363 if(m_hbRestarts > 10)
1364 Environment.Exit(1);
1365 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1366
1367//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1368//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1369//proc.EnableRaisingEvents=false;
1370//proc.StartInfo.FileName = "/bin/kill";
1371//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1372//proc.Start();
1373//proc.WaitForExit();
1374//Thread.Sleep(1000);
1375//Environment.Exit(1);
1325 m_heartbeatThread.Abort(); 1376 m_heartbeatThread.Abort();
1377 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1326 m_heartbeatThread = null; 1378 m_heartbeatThread = null;
1327 } 1379 }
1328// m_lastUpdate = Util.EnvironmentTickCount(); 1380// m_lastUpdate = Util.EnvironmentTickCount();
1329 1381
1382// m_sceneGraph.PreparePhysicsSimulation();
1383
1384
1330 m_heartbeatThread 1385 m_heartbeatThread
1331 = Watchdog.StartThread( 1386 = Watchdog.StartThread(
1332 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1387 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1469,16 +1524,20 @@ namespace OpenSim.Region.Framework.Scenes
1469 endFrame = Frame + frames; 1524 endFrame = Frame + frames;
1470 1525
1471 float physicsFPS = 0f; 1526 float physicsFPS = 0f;
1472 int previousFrameTick, tmpMS; 1527 int tmpMS;
1473 int maintc = Util.EnvironmentTickCount(); 1528 int previousFrameTick;
1529 int maintc;
1530 int sleepMS;
1531 int framestart;
1474 1532
1475 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1533 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1476 { 1534 {
1535 framestart = Util.EnvironmentTickCount();
1477 ++Frame; 1536 ++Frame;
1478 1537
1479// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1538// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1480 1539
1481 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1540 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1482 1541
1483 try 1542 try
1484 { 1543 {
@@ -1530,6 +1589,7 @@ namespace OpenSim.Region.Framework.Scenes
1530 m_sceneGraph.UpdatePresences(); 1589 m_sceneGraph.UpdatePresences();
1531 1590
1532 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1591 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1592
1533 1593
1534 // Delete temp-on-rez stuff 1594 // Delete temp-on-rez stuff
1535 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1595 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1611,34 +1671,37 @@ namespace OpenSim.Region.Framework.Scenes
1611 1671
1612 Watchdog.UpdateThread(); 1672 Watchdog.UpdateThread();
1613 1673
1674 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1675
1676 StatsReporter.AddPhysicsFPS(physicsFPS);
1677 StatsReporter.AddTimeDilation(TimeDilation);
1678 StatsReporter.AddFPS(1);
1679
1680 StatsReporter.addAgentMS(agentMS);
1681 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1682 StatsReporter.addOtherMS(otherMS);
1683 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1684
1614 previousFrameTick = m_lastFrameTick; 1685 previousFrameTick = m_lastFrameTick;
1615 m_lastFrameTick = Util.EnvironmentTickCount(); 1686 m_lastFrameTick = Util.EnvironmentTickCount();
1616 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1687 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1617 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1688 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1618 1689
1690 m_firstHeartbeat = false;
1691
1692 sleepMS = Util.EnvironmentTickCount();
1693
1619 if (tmpMS > 0) 1694 if (tmpMS > 0)
1620 {
1621 Thread.Sleep(tmpMS); 1695 Thread.Sleep(tmpMS);
1622 spareMS += tmpMS;
1623 }
1624
1625 frameMS = Util.EnvironmentTickCountSubtract(maintc);
1626 maintc = Util.EnvironmentTickCount();
1627 1696
1628 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1697 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1698 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1699 StatsReporter.addSleepMS(sleepMS);
1700 StatsReporter.addFrameMS(frameMS);
1629 1701
1630 // if (Frame%m_update_avatars == 0) 1702 // if (Frame%m_update_avatars == 0)
1631 // UpdateInWorldTime(); 1703 // UpdateInWorldTime();
1632 StatsReporter.AddPhysicsFPS(physicsFPS);
1633 StatsReporter.AddTimeDilation(TimeDilation);
1634 StatsReporter.AddFPS(1);
1635 1704
1636 StatsReporter.addFrameMS(frameMS);
1637 StatsReporter.addAgentMS(agentMS);
1638 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1639 StatsReporter.addOtherMS(otherMS);
1640 StatsReporter.AddSpareMS(spareMS);
1641 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1642 1705
1643 // Optionally warn if a frame takes double the amount of time that it should. 1706 // Optionally warn if a frame takes double the amount of time that it should.
1644 if (DebugUpdates 1707 if (DebugUpdates
@@ -1756,7 +1819,7 @@ namespace OpenSim.Region.Framework.Scenes
1756 msg.fromAgentName = "Server"; 1819 msg.fromAgentName = "Server";
1757 msg.dialog = (byte)19; // Object msg 1820 msg.dialog = (byte)19; // Object msg
1758 msg.fromGroup = false; 1821 msg.fromGroup = false;
1759 msg.offline = (byte)0; 1822 msg.offline = (byte)1;
1760 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1823 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1761 msg.Position = Vector3.Zero; 1824 msg.Position = Vector3.Zero;
1762 msg.RegionID = RegionInfo.RegionID.Guid; 1825 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1978,6 +2041,19 @@ namespace OpenSim.Region.Framework.Scenes
1978 EventManager.TriggerPrimsLoaded(this); 2041 EventManager.TriggerPrimsLoaded(this);
1979 } 2042 }
1980 2043
2044 public bool SuportsRayCastFiltered()
2045 {
2046 if (PhysicsScene == null)
2047 return false;
2048 return PhysicsScene.SuportsRaycastWorldFiltered();
2049 }
2050
2051 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2052 {
2053 if (PhysicsScene == null)
2054 return null;
2055 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
2056 }
1981 2057
1982 /// <summary> 2058 /// <summary>
1983 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 2059 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -1994,14 +2070,24 @@ namespace OpenSim.Region.Framework.Scenes
1994 /// <returns></returns> 2070 /// <returns></returns>
1995 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2071 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1996 { 2072 {
2073
2074 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2075 Vector3 wpos = Vector3.Zero;
2076 // Check for water surface intersection from above
2077 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2078 {
2079 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2080 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2081 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2082 wpos.Z = wheight;
2083 }
2084
1997 Vector3 pos = Vector3.Zero; 2085 Vector3 pos = Vector3.Zero;
1998 if (RayEndIsIntersection == (byte)1) 2086 if (RayEndIsIntersection == (byte)1)
1999 { 2087 {
2000 pos = RayEnd; 2088 pos = RayEnd;
2001 return pos;
2002 } 2089 }
2003 2090 else if (RayTargetID != UUID.Zero)
2004 if (RayTargetID != UUID.Zero)
2005 { 2091 {
2006 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2092 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2007 2093
@@ -2023,7 +2109,7 @@ namespace OpenSim.Region.Framework.Scenes
2023 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2109 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2024 2110
2025 // Un-comment out the following line to Get Raytrace results printed to the console. 2111 // Un-comment out the following line to Get Raytrace results printed to the console.
2026 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2112 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2027 float ScaleOffset = 0.5f; 2113 float ScaleOffset = 0.5f;
2028 2114
2029 // If we hit something 2115 // If we hit something
@@ -2046,13 +2132,10 @@ namespace OpenSim.Region.Framework.Scenes
2046 //pos.Z -= 0.25F; 2132 //pos.Z -= 0.25F;
2047 2133
2048 } 2134 }
2049
2050 return pos;
2051 } 2135 }
2052 else 2136 else
2053 { 2137 {
2054 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2138 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2055
2056 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2139 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2057 2140
2058 // Un-comment the following line to print the raytrace results to the console. 2141 // Un-comment the following line to print the raytrace results to the console.
@@ -2061,13 +2144,12 @@ namespace OpenSim.Region.Framework.Scenes
2061 if (ei.HitTF) 2144 if (ei.HitTF)
2062 { 2145 {
2063 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2146 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2064 } else 2147 }
2148 else
2065 { 2149 {
2066 // fall back to our stupid functionality 2150 // fall back to our stupid functionality
2067 pos = RayEnd; 2151 pos = RayEnd;
2068 } 2152 }
2069
2070 return pos;
2071 } 2153 }
2072 } 2154 }
2073 else 2155 else
@@ -2078,8 +2160,12 @@ namespace OpenSim.Region.Framework.Scenes
2078 //increase height so its above the ground. 2160 //increase height so its above the ground.
2079 //should be getting the normal of the ground at the rez point and using that? 2161 //should be getting the normal of the ground at the rez point and using that?
2080 pos.Z += scale.Z / 2f; 2162 pos.Z += scale.Z / 2f;
2081 return pos; 2163// return pos;
2082 } 2164 }
2165
2166 // check against posible water intercept
2167 if (wpos.Z > pos.Z) pos = wpos;
2168 return pos;
2083 } 2169 }
2084 2170
2085 2171
@@ -2170,12 +2256,12 @@ namespace OpenSim.Region.Framework.Scenes
2170 { 2256 {
2171 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2257 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2172 { 2258 {
2259 sceneObject.IsDeleted = false;
2173 EventManager.TriggerObjectAddedToScene(sceneObject); 2260 EventManager.TriggerObjectAddedToScene(sceneObject);
2174 return true; 2261 return true;
2175 } 2262 }
2176 2263
2177 return false; 2264 return false;
2178
2179 } 2265 }
2180 2266
2181 /// <summary> 2267 /// <summary>
@@ -2267,6 +2353,15 @@ namespace OpenSim.Region.Framework.Scenes
2267 /// </summary> 2353 /// </summary>
2268 public void DeleteAllSceneObjects() 2354 public void DeleteAllSceneObjects()
2269 { 2355 {
2356 DeleteAllSceneObjects(false);
2357 }
2358
2359 /// <summary>
2360 /// Delete every object from the scene. This does not include attachments worn by avatars.
2361 /// </summary>
2362 public void DeleteAllSceneObjects(bool exceptNoCopy)
2363 {
2364 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2270 lock (Entities) 2365 lock (Entities)
2271 { 2366 {
2272 EntityBase[] entities = Entities.GetEntities(); 2367 EntityBase[] entities = Entities.GetEntities();
@@ -2275,11 +2370,24 @@ namespace OpenSim.Region.Framework.Scenes
2275 if (e is SceneObjectGroup) 2370 if (e is SceneObjectGroup)
2276 { 2371 {
2277 SceneObjectGroup sog = (SceneObjectGroup)e; 2372 SceneObjectGroup sog = (SceneObjectGroup)e;
2278 if (!sog.IsAttachment) 2373 if (sog != null && !sog.IsAttachment)
2279 DeleteSceneObject((SceneObjectGroup)e, false); 2374 {
2375 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2376 {
2377 DeleteSceneObject((SceneObjectGroup)e, false);
2378 }
2379 else
2380 {
2381 toReturn.Add((SceneObjectGroup)e);
2382 }
2383 }
2280 } 2384 }
2281 } 2385 }
2282 } 2386 }
2387 if (toReturn.Count > 0)
2388 {
2389 returnObjects(toReturn.ToArray(), UUID.Zero);
2390 }
2283 } 2391 }
2284 2392
2285 /// <summary> 2393 /// <summary>
@@ -2314,6 +2422,12 @@ namespace OpenSim.Region.Framework.Scenes
2314 2422
2315 foreach (SceneObjectPart part in partList) 2423 foreach (SceneObjectPart part in partList)
2316 { 2424 {
2425 if (part.KeyframeMotion != null)
2426 {
2427 part.KeyframeMotion.Delete();
2428 part.KeyframeMotion = null;
2429 }
2430
2317 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) 2431 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
2318 { 2432 {
2319 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? 2433 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
@@ -2331,6 +2445,8 @@ namespace OpenSim.Region.Framework.Scenes
2331 } 2445 }
2332 2446
2333 group.DeleteGroupFromScene(silent); 2447 group.DeleteGroupFromScene(silent);
2448 if (!silent)
2449 SendKillObject(new List<uint>() { group.LocalId });
2334 2450
2335// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2451// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2336 } 2452 }
@@ -2621,7 +2737,7 @@ namespace OpenSim.Region.Framework.Scenes
2621 // If the user is banned, we won't let any of their objects 2737 // If the user is banned, we won't let any of their objects
2622 // enter. Period. 2738 // enter. Period.
2623 // 2739 //
2624 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2740 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2625 { 2741 {
2626 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2742 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2627 return false; 2743 return false;
@@ -2629,6 +2745,8 @@ namespace OpenSim.Region.Framework.Scenes
2629 2745
2630 if (newPosition != Vector3.Zero) 2746 if (newPosition != Vector3.Zero)
2631 newObject.RootPart.GroupPosition = newPosition; 2747 newObject.RootPart.GroupPosition = newPosition;
2748 if (newObject.RootPart.KeyframeMotion != null)
2749 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2632 2750
2633 if (!AddSceneObject(newObject)) 2751 if (!AddSceneObject(newObject))
2634 { 2752 {
@@ -2673,6 +2791,23 @@ namespace OpenSim.Region.Framework.Scenes
2673 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2791 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2674 public bool AddSceneObject(SceneObjectGroup sceneObject) 2792 public bool AddSceneObject(SceneObjectGroup sceneObject)
2675 { 2793 {
2794 if (sceneObject.OwnerID == UUID.Zero)
2795 {
2796 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2797 return false;
2798 }
2799
2800 // If the user is banned, we won't let any of their objects
2801 // enter. Period.
2802 //
2803 int flags = GetUserFlags(sceneObject.OwnerID);
2804 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2805 {
2806 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2807
2808 return false;
2809 }
2810
2676 // Force allocation of new LocalId 2811 // Force allocation of new LocalId
2677 // 2812 //
2678 SceneObjectPart[] parts = sceneObject.Parts; 2813 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2706,16 +2841,27 @@ namespace OpenSim.Region.Framework.Scenes
2706 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2841 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2707 2842
2708 if (AttachmentsModule != null) 2843 if (AttachmentsModule != null)
2709 AttachmentsModule.AttachObject(sp, grp, 0, false, false); 2844 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false);
2710 } 2845 }
2711 else 2846 else
2712 { 2847 {
2848 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2713 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2849 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2714 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2850 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2715 } 2851 }
2852 if (sceneObject.OwnerID == UUID.Zero)
2853 {
2854 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2855 return false;
2856 }
2716 } 2857 }
2717 else 2858 else
2718 { 2859 {
2860 if (sceneObject.OwnerID == UUID.Zero)
2861 {
2862 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2863 return false;
2864 }
2719 AddRestoredSceneObject(sceneObject, true, false); 2865 AddRestoredSceneObject(sceneObject, true, false);
2720 } 2866 }
2721 2867
@@ -2732,6 +2878,24 @@ namespace OpenSim.Region.Framework.Scenes
2732 return 2; // StateSource.PrimCrossing 2878 return 2; // StateSource.PrimCrossing
2733 } 2879 }
2734 2880
2881 public int GetUserFlags(UUID user)
2882 {
2883 //Unfortunately the SP approach means that the value is cached until region is restarted
2884 /*
2885 ScenePresence sp;
2886 if (TryGetScenePresence(user, out sp))
2887 {
2888 return sp.UserFlags;
2889 }
2890 else
2891 {
2892 */
2893 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2894 if (uac == null)
2895 return 0;
2896 return uac.UserFlags;
2897 //}
2898 }
2735 #endregion 2899 #endregion
2736 2900
2737 #region Add/Remove Avatar Methods 2901 #region Add/Remove Avatar Methods
@@ -2764,7 +2928,7 @@ namespace OpenSim.Region.Framework.Scenes
2764 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2928 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2765 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2929 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2766 2930
2767 // CheckHeartbeat(); 2931 CheckHeartbeat();
2768 2932
2769 sp = GetScenePresence(client.AgentId); 2933 sp = GetScenePresence(client.AgentId);
2770 2934
@@ -2795,6 +2959,7 @@ namespace OpenSim.Region.Framework.Scenes
2795 // start the scripts again (since this is done in RezAttachments()). 2959 // start the scripts again (since this is done in RezAttachments()).
2796 // XXX: This is convoluted. 2960 // XXX: This is convoluted.
2797 sp.IsChildAgent = false; 2961 sp.IsChildAgent = false;
2962 sp.IsLoggingIn = true;
2798 2963
2799 if (AttachmentsModule != null) 2964 if (AttachmentsModule != null)
2800 Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); }); 2965 Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); });
@@ -2908,19 +3073,14 @@ namespace OpenSim.Region.Framework.Scenes
2908 // and the scene presence and the client, if they exist 3073 // and the scene presence and the client, if they exist
2909 try 3074 try
2910 { 3075 {
2911 // We need to wait for the client to make UDP contact first. 3076 ScenePresence sp = GetScenePresence(agentID);
2912 // It's the UDP contact that creates the scene presence 3077
2913 ScenePresence sp = WaitGetScenePresence(agentID);
2914 if (sp != null) 3078 if (sp != null)
2915 { 3079 {
2916 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3080 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2917
2918 sp.ControllingClient.Close(); 3081 sp.ControllingClient.Close();
2919 } 3082 }
2920 else 3083
2921 {
2922 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2923 }
2924 // BANG! SLASH! 3084 // BANG! SLASH!
2925 m_authenticateHandler.RemoveCircuit(agentID); 3085 m_authenticateHandler.RemoveCircuit(agentID);
2926 3086
@@ -2965,6 +3125,8 @@ namespace OpenSim.Region.Framework.Scenes
2965 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3125 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2966 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3126 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2967 3127
3128 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3129
2968 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3130 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2969 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3131 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2970 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3132 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3021,6 +3183,7 @@ namespace OpenSim.Region.Framework.Scenes
3021 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3183 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3022 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3184 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3023 client.OnCopyInventoryItem += CopyInventoryItem; 3185 client.OnCopyInventoryItem += CopyInventoryItem;
3186 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3024 client.OnMoveInventoryItem += MoveInventoryItem; 3187 client.OnMoveInventoryItem += MoveInventoryItem;
3025 client.OnRemoveInventoryItem += RemoveInventoryItem; 3188 client.OnRemoveInventoryItem += RemoveInventoryItem;
3026 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3189 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3092,6 +3255,8 @@ namespace OpenSim.Region.Framework.Scenes
3092 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3255 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3093 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3256 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3094 3257
3258 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3259
3095 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3260 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3096 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3261 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3097 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3262 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3194,7 +3359,7 @@ namespace OpenSim.Region.Framework.Scenes
3194 /// </summary> 3359 /// </summary>
3195 /// <param name="agentId">The avatar's Unique ID</param> 3360 /// <param name="agentId">The avatar's Unique ID</param>
3196 /// <param name="client">The IClientAPI for the client</param> 3361 /// <param name="client">The IClientAPI for the client</param>
3197 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3362 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3198 { 3363 {
3199 if (EntityTransferModule != null) 3364 if (EntityTransferModule != null)
3200 { 3365 {
@@ -3205,6 +3370,7 @@ namespace OpenSim.Region.Framework.Scenes
3205 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3370 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3206 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3371 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3207 } 3372 }
3373 return false;
3208 } 3374 }
3209 3375
3210 /// <summary> 3376 /// <summary>
@@ -3314,6 +3480,16 @@ namespace OpenSim.Region.Framework.Scenes
3314 /// <param name="flags"></param> 3480 /// <param name="flags"></param>
3315 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3481 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3316 { 3482 {
3483 //Add half the avatar's height so that the user doesn't fall through prims
3484 ScenePresence presence;
3485 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3486 {
3487 if (presence.Appearance != null)
3488 {
3489 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3490 }
3491 }
3492
3317 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3493 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3318 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3494 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3319 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3495 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3451,6 +3627,7 @@ namespace OpenSim.Region.Framework.Scenes
3451 // It's possible for child agents to have transactions if changes are being made cross-border. 3627 // It's possible for child agents to have transactions if changes are being made cross-border.
3452 if (AgentTransactionsModule != null) 3628 if (AgentTransactionsModule != null)
3453 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3629 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3630 m_log.Debug("[Scene] The avatar has left the building");
3454 } 3631 }
3455 catch (Exception e) 3632 catch (Exception e)
3456 { 3633 {
@@ -3643,38 +3820,39 @@ namespace OpenSim.Region.Framework.Scenes
3643 agent.firstname, agent.lastname, agent.Viewer); 3820 agent.firstname, agent.lastname, agent.Viewer);
3644 reason = "Access denied, your viewer is banned by the region owner"; 3821 reason = "Access denied, your viewer is banned by the region owner";
3645 return false; 3822 return false;
3646 } 3823 }
3824
3647 3825
3648 ILandObject land; 3826 ScenePresence sp = GetScenePresence(agent.AgentID);
3827
3828 if (sp != null && !sp.IsChildAgent)
3829 {
3830 // We have a zombie from a crashed session.
3831 // Or the same user is trying to be root twice here, won't work.
3832 // Kill it.
3833 m_log.WarnFormat(
3834 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3835 sp.Name, sp.UUID, RegionInfo.RegionName);
3836
3837 sp.ControllingClient.Close(true, true);
3838 sp = null;
3839 }
3649 3840
3650 lock (agent) 3841 lock (agent)
3651 { 3842 {
3652 ScenePresence sp = GetScenePresence(agent.AgentID);
3653
3654 if (sp != null && !sp.IsChildAgent)
3655 {
3656 // We have a zombie from a crashed session.
3657 // Or the same user is trying to be root twice here, won't work.
3658 // Kill it.
3659 m_log.WarnFormat(
3660 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3661 sp.Name, sp.UUID, RegionInfo.RegionName);
3662
3663 sp.ControllingClient.Close(true);
3664 sp = null;
3665 }
3666
3667 land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3668
3669 //On login test land permisions 3843 //On login test land permisions
3670 if (vialogin) 3844 if (vialogin)
3671 { 3845 {
3672 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3846 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3847 if (cache != null)
3848 cache.Remove(agent.firstname + " " + agent.lastname);
3849 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3673 { 3850 {
3851 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3674 return false; 3852 return false;
3675 } 3853 }
3676 } 3854 }
3677 3855
3678 if (sp == null) // We don't have an [child] agent here already 3856 if (sp == null) // We don't have an [child] agent here already
3679 { 3857 {
3680 if (requirePresenceLookup) 3858 if (requirePresenceLookup)
@@ -3683,34 +3861,36 @@ namespace OpenSim.Region.Framework.Scenes
3683 { 3861 {
3684 if (!VerifyUserPresence(agent, out reason)) 3862 if (!VerifyUserPresence(agent, out reason))
3685 return false; 3863 return false;
3686 } 3864 } catch (Exception e)
3687 catch (Exception e)
3688 { 3865 {
3689 m_log.ErrorFormat( 3866 m_log.ErrorFormat(
3690 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); 3867 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
3691
3692 return false; 3868 return false;
3693 } 3869 }
3694 } 3870 }
3695 3871
3696 try 3872 try
3697 { 3873 {
3698 if (!AuthorizeUser(agent, out reason)) 3874 // Always check estate if this is a login. Always
3699 return false; 3875 // check if banned regions are to be blacked out.
3876 if (vialogin || (!m_seeIntoBannedRegion))
3877 {
3878 if (!AuthorizeUser(agent, out reason))
3879 return false;
3880 }
3700 } 3881 }
3701 catch (Exception e) 3882 catch (Exception e)
3702 { 3883 {
3703 m_log.ErrorFormat( 3884 m_log.ErrorFormat(
3704 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3885 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
3705
3706 return false; 3886 return false;
3707 } 3887 }
3708 3888
3709 m_log.InfoFormat( 3889 m_log.InfoFormat(
3710 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3890 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3711 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3891 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3712 agent.AgentID, agent.circuitcode); 3892 agent.AgentID, agent.circuitcode);
3713 3893
3714 if (CapsModule != null) 3894 if (CapsModule != null)
3715 { 3895 {
3716 CapsModule.SetAgentCapsSeeds(agent); 3896 CapsModule.SetAgentCapsSeeds(agent);
@@ -3722,15 +3902,15 @@ namespace OpenSim.Region.Framework.Scenes
3722 // Let the SP know how we got here. This has a lot of interesting 3902 // Let the SP know how we got here. This has a lot of interesting
3723 // uses down the line. 3903 // uses down the line.
3724 sp.TeleportFlags = (TPFlags)teleportFlags; 3904 sp.TeleportFlags = (TPFlags)teleportFlags;
3725 3905
3726 if (sp.IsChildAgent) 3906 if (sp.IsChildAgent)
3727 { 3907 {
3728 m_log.DebugFormat( 3908 m_log.DebugFormat(
3729 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3909 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3730 agent.AgentID, RegionInfo.RegionName); 3910 agent.AgentID, RegionInfo.RegionName);
3731 3911
3732 sp.AdjustKnownSeeds(); 3912 sp.AdjustKnownSeeds();
3733 3913
3734 if (CapsModule != null) 3914 if (CapsModule != null)
3735 CapsModule.SetAgentCapsSeeds(agent); 3915 CapsModule.SetAgentCapsSeeds(agent);
3736 } 3916 }
@@ -3832,6 +4012,8 @@ namespace OpenSim.Region.Framework.Scenes
3832 } 4012 }
3833 4013
3834 // Honor parcel landing type and position. 4014 // Honor parcel landing type and position.
4015 /*
4016 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3835 if (land != null) 4017 if (land != null)
3836 { 4018 {
3837 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4019 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3839,25 +4021,43 @@ namespace OpenSim.Region.Framework.Scenes
3839 agent.startpos = land.LandData.UserLocation; 4021 agent.startpos = land.LandData.UserLocation;
3840 } 4022 }
3841 } 4023 }
4024 */// This is now handled properly in ScenePresence.MakeRootAgent
3842 } 4025 }
3843 4026
3844 return true; 4027 return true;
3845 } 4028 }
3846 4029
3847 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 4030 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3848 { 4031 {
3849 bool banned = land.IsBannedFromLand(agent.AgentID); 4032 if (posX < 0)
3850 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 4033 posX = 0;
4034 else if (posX >= 256)
4035 posX = 255.999f;
4036 if (posY < 0)
4037 posY = 0;
4038 else if (posY >= 256)
4039 posY = 255.999f;
4040
4041 reason = String.Empty;
4042 if (Permissions.IsGod(agentID))
4043 return true;
4044
4045 ILandObject land = LandChannel.GetLandObject(posX, posY);
4046 if (land == null)
4047 return false;
4048
4049 bool banned = land.IsBannedFromLand(agentID);
4050 bool restricted = land.IsRestrictedFromLand(agentID);
3851 4051
3852 if (banned || restricted) 4052 if (banned || restricted)
3853 { 4053 {
3854 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 4054 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3855 if (nearestParcel != null) 4055 if (nearestParcel != null)
3856 { 4056 {
3857 //Move agent to nearest allowed 4057 //Move agent to nearest allowed
3858 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 4058 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3859 agent.startpos.X = newPosition.X; 4059 posX = newPosition.X;
3860 agent.startpos.Y = newPosition.Y; 4060 posY = newPosition.Y;
3861 } 4061 }
3862 else 4062 else
3863 { 4063 {
@@ -3919,7 +4119,7 @@ namespace OpenSim.Region.Framework.Scenes
3919 4119
3920 if (!m_strictAccessControl) return true; 4120 if (!m_strictAccessControl) return true;
3921 if (Permissions.IsGod(agent.AgentID)) return true; 4121 if (Permissions.IsGod(agent.AgentID)) return true;
3922 4122
3923 if (AuthorizationService != null) 4123 if (AuthorizationService != null)
3924 { 4124 {
3925 if (!AuthorizationService.IsAuthorizedForRegion( 4125 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3934,7 +4134,7 @@ namespace OpenSim.Region.Framework.Scenes
3934 4134
3935 if (RegionInfo.EstateSettings != null) 4135 if (RegionInfo.EstateSettings != null)
3936 { 4136 {
3937 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4137 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3938 { 4138 {
3939 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4139 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3940 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4140 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4124,6 +4324,15 @@ namespace OpenSim.Region.Framework.Scenes
4124 4324
4125 // XPTO: if this agent is not allowed here as root, always return false 4325 // XPTO: if this agent is not allowed here as root, always return false
4126 4326
4327 // We have to wait until the viewer contacts this region after receiving EAC.
4328 // That calls AddNewClient, which finally creates the ScenePresence
4329 int flags = GetUserFlags(cAgentData.AgentID);
4330 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4331 {
4332 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4333 return false;
4334 }
4335
4127 // TODO: This check should probably be in QueryAccess(). 4336 // TODO: This check should probably be in QueryAccess().
4128 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4337 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4129 if (nearestParcel == null) 4338 if (nearestParcel == null)
@@ -4188,7 +4397,7 @@ namespace OpenSim.Region.Framework.Scenes
4188 /// <param name='agentID'></param> 4397 /// <param name='agentID'></param>
4189 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4398 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4190 { 4399 {
4191 int ntimes = 10; 4400 int ntimes = 30;
4192 ScenePresence sp = null; 4401 ScenePresence sp = null;
4193 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4402 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4194 Thread.Sleep(1000); 4403 Thread.Sleep(1000);
@@ -4218,6 +4427,16 @@ namespace OpenSim.Region.Framework.Scenes
4218 return false; 4427 return false;
4219 } 4428 }
4220 4429
4430 public bool IncomingCloseAgent(UUID agentID)
4431 {
4432 return IncomingCloseAgent(agentID, false);
4433 }
4434
4435 public bool IncomingCloseChildAgent(UUID agentID)
4436 {
4437 return IncomingCloseAgent(agentID, true);
4438 }
4439
4221 /// <summary> 4440 /// <summary>
4222 /// Tell a single agent to disconnect from the region. 4441 /// Tell a single agent to disconnect from the region.
4223 /// </summary> 4442 /// </summary>
@@ -4233,7 +4452,7 @@ namespace OpenSim.Region.Framework.Scenes
4233 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4452 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4234 if (presence != null) 4453 if (presence != null)
4235 { 4454 {
4236 presence.ControllingClient.Close(force); 4455 presence.ControllingClient.Close(force, force);
4237 return true; 4456 return true;
4238 } 4457 }
4239 4458
@@ -4893,35 +5112,81 @@ namespace OpenSim.Region.Framework.Scenes
4893 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5112 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4894 } 5113 }
4895 5114
4896 public int GetHealth() 5115 public int GetHealth(out int flags, out string message)
4897 { 5116 {
4898 // Returns: 5117 // Returns:
4899 // 1 = sim is up and accepting http requests. The heartbeat has 5118 // 1 = sim is up and accepting http requests. The heartbeat has
4900 // stopped and the sim is probably locked up, but a remote 5119 // stopped and the sim is probably locked up, but a remote
4901 // admin restart may succeed 5120 // admin restart may succeed
4902 // 5121 //
4903 // 2 = Sim is up and the heartbeat is running. The sim is likely 5122 // 2 = Sim is up and the heartbeat is running. The sim is likely
4904 // usable for people within and logins _may_ work 5123 // usable for people within
5124 //
5125 // 3 = Sim is up and one packet thread is running. Sim is
5126 // unstable and will not accept new logins
4905 // 5127 //
4906 // 3 = We have seen a new user enter within the past 4 minutes 5128 // 4 = Sim is up and both packet threads are running. Sim is
5129 // likely usable
5130 //
5131 // 5 = We have seen a new user enter within the past 4 minutes
4907 // which can be seen as positive confirmation of sim health 5132 // which can be seen as positive confirmation of sim health
4908 // 5133 //
5134
5135 flags = 0;
5136 message = String.Empty;
5137
5138 CheckHeartbeat();
5139
5140 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
5141 {
5142 // We're still starting
5143 // 0 means "in startup", it can't happen another way, since
5144 // to get here, we must be able to accept http connections
5145 return 0;
5146 }
5147
4909 int health=1; // Start at 1, means we're up 5148 int health=1; // Start at 1, means we're up
4910 5149
4911 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5150 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4912 health += 1; 5151 {
5152 health+=1;
5153 flags |= 1;
5154 }
5155
5156 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
5157 {
5158 health+=1;
5159 flags |= 2;
5160 }
5161
5162 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
5163 {
5164 health+=1;
5165 flags |= 4;
5166 }
4913 else 5167 else
5168 {
5169int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5170System.Diagnostics.Process proc = new System.Diagnostics.Process();
5171proc.EnableRaisingEvents=false;
5172proc.StartInfo.FileName = "/bin/kill";
5173proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5174proc.Start();
5175proc.WaitForExit();
5176Thread.Sleep(1000);
5177Environment.Exit(1);
5178 }
5179
5180 if (flags != 7)
4914 return health; 5181 return health;
4915 5182
4916 // A login in the last 4 mins? We can't be doing too badly 5183 // A login in the last 4 mins? We can't be doing too badly
4917 // 5184 //
4918 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5185 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4919 health++; 5186 health++;
4920 else 5187 else
4921 return health; 5188 return health;
4922 5189
4923// CheckHeartbeat();
4924
4925 return health; 5190 return health;
4926 } 5191 }
4927 5192
@@ -5009,7 +5274,7 @@ namespace OpenSim.Region.Framework.Scenes
5009 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5274 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5010 if (wasUsingPhysics) 5275 if (wasUsingPhysics)
5011 { 5276 {
5012 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 5277 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
5013 } 5278 }
5014 } 5279 }
5015 5280
@@ -5108,14 +5373,14 @@ namespace OpenSim.Region.Framework.Scenes
5108 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5373 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5109 } 5374 }
5110 5375
5111// private void CheckHeartbeat() 5376 private void CheckHeartbeat()
5112// { 5377 {
5113// if (m_firstHeartbeat) 5378 if (m_firstHeartbeat)
5114// return; 5379 return;
5115// 5380
5116// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5381 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5117// StartTimer(); 5382 Start();
5118// } 5383 }
5119 5384
5120 public override ISceneObject DeserializeObject(string representation) 5385 public override ISceneObject DeserializeObject(string representation)
5121 { 5386 {
@@ -5127,9 +5392,14 @@ namespace OpenSim.Region.Framework.Scenes
5127 get { return m_allowScriptCrossings; } 5392 get { return m_allowScriptCrossings; }
5128 } 5393 }
5129 5394
5130 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5395 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5131 { 5396 {
5132 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5397 return GetNearestAllowedPosition(avatar, null);
5398 }
5399
5400 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5401 {
5402 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
5133 5403
5134 if (nearestParcel != null) 5404 if (nearestParcel != null)
5135 { 5405 {
@@ -5138,10 +5408,7 @@ namespace OpenSim.Region.Framework.Scenes
5138 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5408 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5139 if (nearestPoint != null) 5409 if (nearestPoint != null)
5140 { 5410 {
5141// m_log.DebugFormat( 5411 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
5142// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
5143// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
5144
5145 return nearestPoint.Value; 5412 return nearestPoint.Value;
5146 } 5413 }
5147 5414
@@ -5151,17 +5418,20 @@ namespace OpenSim.Region.Framework.Scenes
5151 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5418 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5152 if (nearestPoint != null) 5419 if (nearestPoint != null)
5153 { 5420 {
5154// m_log.DebugFormat( 5421 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
5155// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
5156
5157 return nearestPoint.Value; 5422 return nearestPoint.Value;
5158 } 5423 }
5159 5424
5160 //Ultimate backup if we have no idea where they are 5425 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
5161// m_log.DebugFormat( 5426 if (dest != excludeParcel)
5162// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5427 {
5428 // Ultimate backup if we have no idea where they are and
5429 // the last allowed position was in another parcel
5430 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5431 return avatar.lastKnownAllowedPosition;
5432 }
5163 5433
5164 return avatar.lastKnownAllowedPosition; 5434 // else fall through to region edge
5165 } 5435 }
5166 5436
5167 //Go to the edge, this happens in teleporting to a region with no available parcels 5437 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -5195,13 +5465,18 @@ namespace OpenSim.Region.Framework.Scenes
5195 5465
5196 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5466 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
5197 { 5467 {
5468 return GetNearestAllowedParcel(avatarId, x, y, null);
5469 }
5470
5471 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5472 {
5198 List<ILandObject> all = AllParcels(); 5473 List<ILandObject> all = AllParcels();
5199 float minParcelDistance = float.MaxValue; 5474 float minParcelDistance = float.MaxValue;
5200 ILandObject nearestParcel = null; 5475 ILandObject nearestParcel = null;
5201 5476
5202 foreach (var parcel in all) 5477 foreach (var parcel in all)
5203 { 5478 {
5204 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5479 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
5205 { 5480 {
5206 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5481 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
5207 if (parcelDistance < minParcelDistance) 5482 if (parcelDistance < minParcelDistance)
@@ -5417,7 +5692,55 @@ namespace OpenSim.Region.Framework.Scenes
5417 mapModule.GenerateMaptile(); 5692 mapModule.GenerateMaptile();
5418 } 5693 }
5419 5694
5420 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5695// public void CleanDroppedAttachments()
5696// {
5697// List<SceneObjectGroup> objectsToDelete =
5698// new List<SceneObjectGroup>();
5699//
5700// lock (m_cleaningAttachments)
5701// {
5702// ForEachSOG(delegate (SceneObjectGroup grp)
5703// {
5704// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5705// {
5706// UUID agentID = grp.OwnerID;
5707// if (agentID == UUID.Zero)
5708// {
5709// objectsToDelete.Add(grp);
5710// return;
5711// }
5712//
5713// ScenePresence sp = GetScenePresence(agentID);
5714// if (sp == null)
5715// {
5716// objectsToDelete.Add(grp);
5717// return;
5718// }
5719// }
5720// });
5721// }
5722//
5723// foreach (SceneObjectGroup grp in objectsToDelete)
5724// {
5725// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5726// DeleteSceneObject(grp, true);
5727// }
5728// }
5729
5730 public void ThreadAlive(int threadCode)
5731 {
5732 switch(threadCode)
5733 {
5734 case 1: // Incoming
5735 m_lastIncoming = Util.EnvironmentTickCount();
5736 break;
5737 case 2: // Incoming
5738 m_lastOutgoing = Util.EnvironmentTickCount();
5739 break;
5740 }
5741 }
5742
5743 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5421 { 5744 {
5422 RegenerateMaptile(); 5745 RegenerateMaptile();
5423 5746
@@ -5445,6 +5768,8 @@ namespace OpenSim.Region.Framework.Scenes
5445 /// <returns></returns> 5768 /// <returns></returns>
5446 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5769 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5447 { 5770 {
5771 reason = "You are banned from the region";
5772
5448 if (EntityTransferModule.IsInTransit(agentID)) 5773 if (EntityTransferModule.IsInTransit(agentID))
5449 { 5774 {
5450 reason = "Agent is still in transit from this region"; 5775 reason = "Agent is still in transit from this region";
@@ -5456,6 +5781,12 @@ namespace OpenSim.Region.Framework.Scenes
5456 return false; 5781 return false;
5457 } 5782 }
5458 5783
5784 if (Permissions.IsGod(agentID))
5785 {
5786 reason = String.Empty;
5787 return true;
5788 }
5789
5459 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5790 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5460 // However, the long term fix is to make sure root agent count is always accurate. 5791 // However, the long term fix is to make sure root agent count is always accurate.
5461 m_sceneGraph.RecalculateStats(); 5792 m_sceneGraph.RecalculateStats();
@@ -5476,6 +5807,41 @@ namespace OpenSim.Region.Framework.Scenes
5476 } 5807 }
5477 } 5808 }
5478 5809
5810 ScenePresence presence = GetScenePresence(agentID);
5811 IClientAPI client = null;
5812 AgentCircuitData aCircuit = null;
5813
5814 if (presence != null)
5815 {
5816 client = presence.ControllingClient;
5817 if (client != null)
5818 aCircuit = client.RequestClientInfo();
5819 }
5820
5821 // We may be called before there is a presence or a client.
5822 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5823 if (client == null)
5824 {
5825 aCircuit = new AgentCircuitData();
5826 aCircuit.AgentID = agentID;
5827 aCircuit.firstname = String.Empty;
5828 aCircuit.lastname = String.Empty;
5829 }
5830
5831 try
5832 {
5833 if (!AuthorizeUser(aCircuit, out reason))
5834 {
5835 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5836 return false;
5837 }
5838 }
5839 catch (Exception e)
5840 {
5841 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5842 return false;
5843 }
5844
5479 if (position == Vector3.Zero) // Teleport 5845 if (position == Vector3.Zero) // Teleport
5480 { 5846 {
5481 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5847 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5504,13 +5870,46 @@ namespace OpenSim.Region.Framework.Scenes
5504 } 5870 }
5505 } 5871 }
5506 } 5872 }
5873
5874 float posX = 128.0f;
5875 float posY = 128.0f;
5876
5877 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5878 {
5879 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5880 return false;
5881 }
5882 }
5883 else // Walking
5884 {
5885 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5886 if (land == null)
5887 return false;
5888
5889 bool banned = land.IsBannedFromLand(agentID);
5890 bool restricted = land.IsRestrictedFromLand(agentID);
5891
5892 if (banned || restricted)
5893 return false;
5507 } 5894 }
5508 5895
5509 reason = String.Empty; 5896 reason = String.Empty;
5510 return true; 5897 return true;
5511 } 5898 }
5512 5899
5513 /// <summary> 5900 public void StartTimerWatchdog()
5901 {
5902 m_timerWatchdog.Interval = 1000;
5903 m_timerWatchdog.Elapsed += TimerWatchdog;
5904 m_timerWatchdog.AutoReset = true;
5905 m_timerWatchdog.Start();
5906 }
5907
5908 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5909 {
5910 CheckHeartbeat();
5911 }
5912
5514 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5913 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5515 /// autopilot that moves an avatar to a sit target!. 5914 /// autopilot that moves an avatar to a sit target!.
5516 /// </summary> 5915 /// </summary>
@@ -5589,6 +5988,11 @@ namespace OpenSim.Region.Framework.Scenes
5589 return m_SpawnPoint - 1; 5988 return m_SpawnPoint - 1;
5590 } 5989 }
5591 5990
5991 private void HandleGcCollect(string module, string[] args)
5992 {
5993 GC.Collect();
5994 }
5995
5592 /// <summary> 5996 /// <summary>
5593 /// Wrappers to get physics modules retrieve assets. 5997 /// Wrappers to get physics modules retrieve assets.
5594 /// </summary> 5998 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index d3e968e..74c9582 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -143,7 +143,6 @@ namespace OpenSim.Region.Framework.Scenes
143 143
144 protected ulong m_regionHandle; 144 protected ulong m_regionHandle;
145 protected string m_regionName; 145 protected string m_regionName;
146 protected RegionInfo m_regInfo;
147 146
148 public ITerrainChannel Heightmap; 147 public ITerrainChannel Heightmap;
149 148
@@ -168,6 +167,8 @@ namespace OpenSim.Region.Framework.Scenes
168 get { return m_permissions; } 167 get { return m_permissions; }
169 } 168 }
170 169
170 protected string m_datastore;
171
171 /* Used by the loadbalancer plugin on GForge */ 172 /* Used by the loadbalancer plugin on GForge */
172 protected RegionStatus m_regStatus; 173 protected RegionStatus m_regStatus;
173 public RegionStatus RegionStatus 174 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 305f8a4..775a4c2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -194,10 +194,13 @@ namespace OpenSim.Region.Framework.Scenes
194 } 194 }
195 } 195 }
196 196
197 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
198
197 /// <summary> 199 /// <summary>
198 /// Closes a child agent on a given region 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
199 /// </summary> 202 /// </summary>
200 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 203 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
201 { 204 {
202 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 205 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
203 206
@@ -206,30 +209,29 @@ namespace OpenSim.Region.Framework.Scenes
206 Utils.LongToUInts(regionHandle, out x, out y); 209 Utils.LongToUInts(regionHandle, out x, out y);
207 210
208 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 211 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
212 m_scene.SimulationService.CloseChildAgent(destination, agentID);
213 }
209 214
210 m_log.DebugFormat( 215 private void SendCloseChildAgentCompleted(IAsyncResult iar)
211 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); 216 {
212 217 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
213 m_scene.SimulationService.CloseAgent(destination, agentID); 218 icon.EndInvoke(iar);
214 } 219 }
215 220
216 /// <summary>
217 /// Closes a child agents in a collection of regions. Does so asynchronously
218 /// so that the caller doesn't wait.
219 /// </summary>
220 /// <param name="agentID"></param>
221 /// <param name="regionslst"></param>
222 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 221 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
223 { 222 {
224 foreach (ulong handle in regionslst) 223 foreach (ulong handle in regionslst)
225 { 224 {
226 SendCloseChildAgent(agentID, handle); 225 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
226 d.BeginInvoke(agentID, handle,
227 SendCloseChildAgentCompleted,
228 d);
227 } 229 }
228 } 230 }
229 231
230 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 232 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
231 { 233 {
232 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 234 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
233 } 235 }
234 } 236 }
235} \ No newline at end of file 237}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index a4383fd..e599e90 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -475,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
475 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
476 } 522 }
477 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
478 /// <summary> 548 /// <summary>
479 /// Process all pending updates 549 /// Process all pending updates
480 /// </summary> 550 /// </summary>
@@ -519,12 +589,12 @@ namespace OpenSim.Region.Framework.Scenes
519 589
520 protected internal void AddPhysicalPrim(int number) 590 protected internal void AddPhysicalPrim(int number)
521 { 591 {
522 m_physicalPrim++; 592 m_physicalPrim += number;
523 } 593 }
524 594
525 protected internal void RemovePhysicalPrim(int number) 595 protected internal void RemovePhysicalPrim(int number)
526 { 596 {
527 m_physicalPrim--; 597 m_physicalPrim -= number;
528 } 598 }
529 599
530 protected internal void AddToScriptLPS(int number) 600 protected internal void AddToScriptLPS(int number)
@@ -592,7 +662,8 @@ namespace OpenSim.Region.Framework.Scenes
592 662
593 Entities[presence.UUID] = presence; 663 Entities[presence.UUID] = presence;
594 664
595 lock (m_presenceLock) 665 m_scenePresencesLock.EnterWriteLock();
666 try
596 { 667 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 668 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 669 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +687,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 687 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 688 m_scenePresenceArray = newlist;
618 } 689 }
690 finally
691 {
692 m_scenePresencesLock.ExitWriteLock();
693 }
619 } 694 }
620 695
621 /// <summary> 696 /// <summary>
@@ -630,7 +705,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 705 agentID);
631 } 706 }
632 707
633 lock (m_presenceLock) 708 m_scenePresencesLock.EnterWriteLock();
709 try
634 { 710 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 711 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 712 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +728,10 @@ namespace OpenSim.Region.Framework.Scenes
652 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 728 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 729 }
654 } 730 }
731 finally
732 {
733 m_scenePresencesLock.ExitWriteLock();
734 }
655 } 735 }
656 736
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 737 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1205,6 +1285,52 @@ namespace OpenSim.Region.Framework.Scenes
1205 1285
1206 #region Client Event handlers 1286 #region Client Event handlers
1207 1287
1288 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1289 {
1290 SceneObjectPart part = GetSceneObjectPart(localID);
1291 ObjectChangeData data = (ObjectChangeData)odata;
1292
1293 if (part != null)
1294 {
1295 SceneObjectGroup grp = part.ParentGroup;
1296 if (grp != null)
1297 {
1298 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1299 {
1300 // These two are exceptions SL makes in the interpretation
1301 // of the change flags. Must check them here because otherwise
1302 // the group flag (see below) would be lost
1303 if (data.change == ObjectChangeType.groupS)
1304 data.change = ObjectChangeType.primS;
1305 if (data.change == ObjectChangeType.groupPS)
1306 data.change = ObjectChangeType.primPS;
1307 part.StoreUndoState(data.change); // lets test only saving what we changed
1308 grp.doChangeObject(part, (ObjectChangeData)data);
1309 }
1310 else
1311 {
1312 // Is this any kind of group operation?
1313 if ((data.change & ObjectChangeType.Group) != 0)
1314 {
1315 // Is a move and/or rotation requested?
1316 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1317 {
1318 // Are we allowed to move it?
1319 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1320 {
1321 // Strip all but move and rotation from request
1322 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1323
1324 part.StoreUndoState(data.change);
1325 grp.doChangeObject(part, (ObjectChangeData)data);
1326 }
1327 }
1328 }
1329 }
1330 }
1331 }
1332 }
1333
1208 /// <summary> 1334 /// <summary>
1209 /// Update the scale of an individual prim. 1335 /// Update the scale of an individual prim.
1210 /// </summary> 1336 /// </summary>
@@ -1219,7 +1345,17 @@ namespace OpenSim.Region.Framework.Scenes
1219 { 1345 {
1220 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1346 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1221 { 1347 {
1348 bool physbuild = false;
1349 if (part.ParentGroup.RootPart.PhysActor != null)
1350 {
1351 part.ParentGroup.RootPart.PhysActor.Building = true;
1352 physbuild = true;
1353 }
1354
1222 part.Resize(scale); 1355 part.Resize(scale);
1356
1357 if (physbuild)
1358 part.ParentGroup.RootPart.PhysActor.Building = false;
1223 } 1359 }
1224 } 1360 }
1225 } 1361 }
@@ -1231,7 +1367,17 @@ namespace OpenSim.Region.Framework.Scenes
1231 { 1367 {
1232 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1368 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1233 { 1369 {
1370 bool physbuild = false;
1371 if (group.RootPart.PhysActor != null)
1372 {
1373 group.RootPart.PhysActor.Building = true;
1374 physbuild = true;
1375 }
1376
1234 group.GroupResize(scale); 1377 group.GroupResize(scale);
1378
1379 if (physbuild)
1380 group.RootPart.PhysActor.Building = false;
1235 } 1381 }
1236 } 1382 }
1237 } 1383 }
@@ -1359,8 +1505,13 @@ namespace OpenSim.Region.Framework.Scenes
1359 { 1505 {
1360 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1506 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1361 { 1507 {
1362 if (m_parentScene.AttachmentsModule != null) 1508 // Set the new attachment point data in the object
1363 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1509 byte attachmentPoint = group.GetAttachmentPoint();
1510 group.UpdateGroupPosition(pos);
1511 group.IsAttachment = false;
1512 group.AbsolutePosition = group.RootPart.AttachedPos;
1513 group.AttachmentPoint = attachmentPoint;
1514 group.HasGroupChanged = true;
1364 } 1515 }
1365 else 1516 else
1366 { 1517 {
@@ -1408,7 +1559,7 @@ namespace OpenSim.Region.Framework.Scenes
1408 /// <param name="SetPhantom"></param> 1559 /// <param name="SetPhantom"></param>
1409 /// <param name="remoteClient"></param> 1560 /// <param name="remoteClient"></param>
1410 protected internal void UpdatePrimFlags( 1561 protected internal void UpdatePrimFlags(
1411 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1562 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1412 { 1563 {
1413 SceneObjectGroup group = GetGroupByPrim(localID); 1564 SceneObjectGroup group = GetGroupByPrim(localID);
1414 if (group != null) 1565 if (group != null)
@@ -1416,7 +1567,28 @@ namespace OpenSim.Region.Framework.Scenes
1416 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1567 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1417 { 1568 {
1418 // VolumeDetect can't be set via UI and will always be off when a change is made there 1569 // VolumeDetect can't be set via UI and will always be off when a change is made there
1419 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1570 // now only change volume dtc if phantom off
1571
1572 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1573 {
1574 bool vdtc;
1575 if (SetPhantom) // if phantom keep volumedtc
1576 vdtc = group.RootPart.VolumeDetectActive;
1577 else // else turn it off
1578 vdtc = false;
1579
1580 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1581 }
1582 else
1583 {
1584 SceneObjectPart part = GetSceneObjectPart(localID);
1585 if (part != null)
1586 {
1587 part.UpdateExtraPhysics(PhysData);
1588 if (part.UpdatePhysRequired)
1589 remoteClient.SendPartPhysicsProprieties(part);
1590 }
1591 }
1420 } 1592 }
1421 } 1593 }
1422 } 1594 }
@@ -1560,6 +1732,7 @@ namespace OpenSim.Region.Framework.Scenes
1560 { 1732 {
1561 part.Material = Convert.ToByte(material); 1733 part.Material = Convert.ToByte(material);
1562 group.HasGroupChanged = true; 1734 group.HasGroupChanged = true;
1735 remoteClient.SendPartPhysicsProprieties(part);
1563 } 1736 }
1564 } 1737 }
1565 } 1738 }
@@ -1624,6 +1797,12 @@ namespace OpenSim.Region.Framework.Scenes
1624 /// <param name="childPrims"></param> 1797 /// <param name="childPrims"></param>
1625 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1798 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1626 { 1799 {
1800 if (root.KeyframeMotion != null)
1801 {
1802 root.KeyframeMotion.Stop();
1803 root.KeyframeMotion = null;
1804 }
1805
1627 SceneObjectGroup parentGroup = root.ParentGroup; 1806 SceneObjectGroup parentGroup = root.ParentGroup;
1628 if (parentGroup == null) return; 1807 if (parentGroup == null) return;
1629 1808
@@ -1632,8 +1811,10 @@ namespace OpenSim.Region.Framework.Scenes
1632 return; 1811 return;
1633 1812
1634 Monitor.Enter(m_updateLock); 1813 Monitor.Enter(m_updateLock);
1814
1635 try 1815 try
1636 { 1816 {
1817
1637 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1818 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1638 1819
1639 // We do this in reverse to get the link order of the prims correct 1820 // We do this in reverse to get the link order of the prims correct
@@ -1648,9 +1829,13 @@ namespace OpenSim.Region.Framework.Scenes
1648 // Make sure no child prim is set for sale 1829 // Make sure no child prim is set for sale
1649 // So that, on delink, no prims are unwittingly 1830 // So that, on delink, no prims are unwittingly
1650 // left for sale and sold off 1831 // left for sale and sold off
1651 child.RootPart.ObjectSaleType = 0; 1832
1652 child.RootPart.SalePrice = 10; 1833 if (child != null)
1653 childGroups.Add(child); 1834 {
1835 child.RootPart.ObjectSaleType = 0;
1836 child.RootPart.SalePrice = 10;
1837 childGroups.Add(child);
1838 }
1654 } 1839 }
1655 1840
1656 foreach (SceneObjectGroup child in childGroups) 1841 foreach (SceneObjectGroup child in childGroups)
@@ -1679,6 +1864,16 @@ namespace OpenSim.Region.Framework.Scenes
1679 } 1864 }
1680 finally 1865 finally
1681 { 1866 {
1867 lock (SceneObjectGroupsByLocalPartID)
1868 {
1869 foreach (SceneObjectPart part in parentGroup.Parts)
1870 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1871 }
1872
1873 parentGroup.AdjustChildPrimPermissions();
1874 parentGroup.HasGroupChanged = true;
1875 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1876 parentGroup.ScheduleGroupForFullUpdate();
1682 Monitor.Exit(m_updateLock); 1877 Monitor.Exit(m_updateLock);
1683 } 1878 }
1684 } 1879 }
@@ -1701,6 +1896,11 @@ namespace OpenSim.Region.Framework.Scenes
1701 { 1896 {
1702 if (part != null) 1897 if (part != null)
1703 { 1898 {
1899 if (part.KeyframeMotion != null)
1900 {
1901 part.KeyframeMotion.Stop();
1902 part.KeyframeMotion = null;
1903 }
1704 if (part.ParentGroup.PrimCount != 1) // Skip single 1904 if (part.ParentGroup.PrimCount != 1) // Skip single
1705 { 1905 {
1706 if (part.LinkNum < 2) // Root 1906 if (part.LinkNum < 2) // Root
@@ -1715,21 +1915,23 @@ namespace OpenSim.Region.Framework.Scenes
1715 1915
1716 SceneObjectGroup group = part.ParentGroup; 1916 SceneObjectGroup group = part.ParentGroup;
1717 if (!affectedGroups.Contains(group)) 1917 if (!affectedGroups.Contains(group))
1918 {
1718 affectedGroups.Add(group); 1919 affectedGroups.Add(group);
1920 }
1719 } 1921 }
1720 } 1922 }
1721 } 1923 }
1722 1924
1723 foreach (SceneObjectPart child in childParts) 1925 if (childParts.Count > 0)
1724 { 1926 {
1725 // Unlink all child parts from their groups 1927 foreach (SceneObjectPart child in childParts)
1726 // 1928 {
1727 child.ParentGroup.DelinkFromGroup(child, true); 1929 // Unlink all child parts from their groups
1728 1930 //
1729 // These are not in affected groups and will not be 1931 child.ParentGroup.DelinkFromGroup(child, true);
1730 // handled further. Do the honors here. 1932 child.ParentGroup.HasGroupChanged = true;
1731 child.ParentGroup.HasGroupChanged = true; 1933 child.ParentGroup.ScheduleGroupForFullUpdate();
1732 child.ParentGroup.ScheduleGroupForFullUpdate(); 1934 }
1733 } 1935 }
1734 1936
1735 foreach (SceneObjectPart root in rootParts) 1937 foreach (SceneObjectPart root in rootParts)
@@ -1743,52 +1945,61 @@ namespace OpenSim.Region.Framework.Scenes
1743 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1945 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1744 int numChildren = newSet.Count; 1946 int numChildren = newSet.Count;
1745 1947
1948 if (numChildren == 1)
1949 break;
1950
1746 // If there are prims left in a link set, but the root is 1951 // If there are prims left in a link set, but the root is
1747 // slated for unlink, we need to do this 1952 // slated for unlink, we need to do this
1953 // Unlink the remaining set
1748 // 1954 //
1749 if (numChildren != 1) 1955 bool sendEventsToRemainder = true;
1750 { 1956 if (numChildren > 1)
1751 // Unlink the remaining set 1957 sendEventsToRemainder = false;
1752 //
1753 bool sendEventsToRemainder = true;
1754 if (numChildren > 1)
1755 sendEventsToRemainder = false;
1756 1958
1757 foreach (SceneObjectPart p in newSet) 1959 foreach (SceneObjectPart p in newSet)
1960 {
1961 if (p != group.RootPart)
1758 { 1962 {
1759 if (p != group.RootPart) 1963 group.DelinkFromGroup(p, sendEventsToRemainder);
1760 group.DelinkFromGroup(p, sendEventsToRemainder); 1964 if (numChildren > 2)
1965 {
1966 }
1967 else
1968 {
1969 p.ParentGroup.HasGroupChanged = true;
1970 p.ParentGroup.ScheduleGroupForFullUpdate();
1971 }
1761 } 1972 }
1973 }
1974
1975 // If there is more than one prim remaining, we
1976 // need to re-link
1977 //
1978 if (numChildren > 2)
1979 {
1980 // Remove old root
1981 //
1982 if (newSet.Contains(root))
1983 newSet.Remove(root);
1762 1984
1763 // If there is more than one prim remaining, we 1985 // Preserve link ordering
1764 // need to re-link
1765 // 1986 //
1766 if (numChildren > 2) 1987 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1767 { 1988 {
1768 // Remove old root 1989 return a.LinkNum.CompareTo(b.LinkNum);
1769 // 1990 });
1770 if (newSet.Contains(root))
1771 newSet.Remove(root);
1772
1773 // Preserve link ordering
1774 //
1775 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1776 {
1777 return a.LinkNum.CompareTo(b.LinkNum);
1778 });
1779 1991
1780 // Determine new root 1992 // Determine new root
1781 // 1993 //
1782 SceneObjectPart newRoot = newSet[0]; 1994 SceneObjectPart newRoot = newSet[0];
1783 newSet.RemoveAt(0); 1995 newSet.RemoveAt(0);
1784 1996
1785 foreach (SceneObjectPart newChild in newSet) 1997 foreach (SceneObjectPart newChild in newSet)
1786 newChild.ClearUpdateSchedule(); 1998 newChild.ClearUpdateSchedule();
1787 1999
1788 LinkObjects(newRoot, newSet); 2000 LinkObjects(newRoot, newSet);
1789 if (!affectedGroups.Contains(newRoot.ParentGroup)) 2001 if (!affectedGroups.Contains(newRoot.ParentGroup))
1790 affectedGroups.Add(newRoot.ParentGroup); 2002 affectedGroups.Add(newRoot.ParentGroup);
1791 }
1792 } 2003 }
1793 } 2004 }
1794 2005
@@ -1796,6 +2007,12 @@ namespace OpenSim.Region.Framework.Scenes
1796 // 2007 //
1797 foreach (SceneObjectGroup g in affectedGroups) 2008 foreach (SceneObjectGroup g in affectedGroups)
1798 { 2009 {
2010 // Child prims that have been unlinked and deleted will
2011 // return unless the root is deleted. This will remove them
2012 // from the database. They will be rewritten immediately,
2013 // minus the rows for the unlinked child prims.
2014 g.AdjustChildPrimPermissions();
2015 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1799 g.TriggerScriptChangedEvent(Changed.LINK); 2016 g.TriggerScriptChangedEvent(Changed.LINK);
1800 g.HasGroupChanged = true; // Persist 2017 g.HasGroupChanged = true; // Persist
1801 g.ScheduleGroupForFullUpdate(); 2018 g.ScheduleGroupForFullUpdate();
@@ -1869,108 +2086,96 @@ namespace OpenSim.Region.Framework.Scenes
1869 /// <param name="GroupID"></param> 2086 /// <param name="GroupID"></param>
1870 /// <param name="rot"></param> 2087 /// <param name="rot"></param>
1871 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2088 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1872 public SceneObjectGroup DuplicateObject( 2089 /// <summary>
1873 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2090 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1874 { 2091 {
1875 Monitor.Enter(m_updateLock); 2092// m_log.DebugFormat(
2093// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2094// originalPrimID, offset, AgentID);
1876 2095
1877 try 2096 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2097 if (original != null)
1878 { 2098 {
1879 // m_log.DebugFormat( 2099 if (m_parentScene.Permissions.CanDuplicateObject(
1880 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2100 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1881 // originalPrimID, offset, AgentID);
1882
1883 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1884 if (original == null)
1885 { 2101 {
1886 m_log.WarnFormat( 2102 SceneObjectGroup copy = original.Copy(true);
1887 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2103 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1888 2104
1889 return null; 2105 if (original.OwnerID != AgentID)
1890 } 2106 {
2107 copy.SetOwnerId(AgentID);
2108 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1891 2109
1892 if (!m_parentScene.Permissions.CanDuplicateObject( 2110 SceneObjectPart[] partList = copy.Parts;
1893 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1894 return null;
1895 2111
1896 SceneObjectGroup copy = original.Copy(true); 2112 if (m_parentScene.Permissions.PropagatePermissions())
1897 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2113 {
2114 foreach (SceneObjectPart child in partList)
2115 {
2116 child.Inventory.ChangeInventoryOwner(AgentID);
2117 child.TriggerScriptChangedEvent(Changed.OWNER);
2118 child.ApplyNextOwnerPermissions();
2119 }
2120 }
2121 }
1898 2122
1899 if (original.OwnerID != AgentID) 2123 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1900 { 2124 Entities.Add(copy);
1901 copy.SetOwnerId(AgentID);
1902 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1903 2125
1904 SceneObjectPart[] partList = copy.Parts; 2126 lock (SceneObjectGroupsByFullID)
2127 SceneObjectGroupsByFullID[copy.UUID] = copy;
1905 2128
1906 if (m_parentScene.Permissions.PropagatePermissions()) 2129 SceneObjectPart[] children = copy.Parts;
2130
2131 lock (SceneObjectGroupsByFullPartID)
1907 { 2132 {
1908 foreach (SceneObjectPart child in partList) 2133 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1909 { 2134 foreach (SceneObjectPart part in children)
1910 child.Inventory.ChangeInventoryOwner(AgentID); 2135 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1911 child.TriggerScriptChangedEvent(Changed.OWNER);
1912 child.ApplyNextOwnerPermissions();
1913 }
1914 } 2136 }
1915 2137
1916 copy.RootPart.ObjectSaleType = 0; 2138 lock (SceneObjectGroupsByLocalPartID)
1917 copy.RootPart.SalePrice = 10; 2139 {
1918 } 2140 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2141 foreach (SceneObjectPart part in children)
2142 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2143 }
2144 // PROBABLE END OF FIXME
1919 2145
1920 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2146 // Since we copy from a source group that is in selected
1921 Entities.Add(copy); 2147 // state, but the copy is shown deselected in the viewer,
1922 2148 // We need to clear the selection flag here, else that
1923 lock (SceneObjectGroupsByFullID) 2149 // prim never gets persisted at all. The client doesn't
1924 SceneObjectGroupsByFullID[copy.UUID] = copy; 2150 // think it's selected, so it will never send a deselect...
1925 2151 copy.IsSelected = false;
1926 SceneObjectPart[] children = copy.Parts; 2152
1927 2153 m_numPrim += copy.Parts.Length;
1928 lock (SceneObjectGroupsByFullPartID) 2154
1929 { 2155 if (rot != Quaternion.Identity)
1930 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2156 {
1931 foreach (SceneObjectPart part in children) 2157 copy.UpdateGroupRotationR(rot);
1932 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2158 }
1933 }
1934
1935 lock (SceneObjectGroupsByLocalPartID)
1936 {
1937 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1938 foreach (SceneObjectPart part in children)
1939 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1940 }
1941 // PROBABLE END OF FIXME
1942
1943 // Since we copy from a source group that is in selected
1944 // state, but the copy is shown deselected in the viewer,
1945 // We need to clear the selection flag here, else that
1946 // prim never gets persisted at all. The client doesn't
1947 // think it's selected, so it will never send a deselect...
1948 copy.IsSelected = false;
1949
1950 m_numPrim += copy.Parts.Length;
1951
1952 if (rot != Quaternion.Identity)
1953 {
1954 copy.UpdateGroupRotationR(rot);
1955 }
1956 2159
1957 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2160 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1958 copy.HasGroupChanged = true; 2161 copy.HasGroupChanged = true;
1959 copy.ScheduleGroupForFullUpdate(); 2162 copy.ScheduleGroupForFullUpdate();
1960 copy.ResumeScripts(); 2163 copy.ResumeScripts();
1961 2164
1962 // required for physics to update it's position 2165 // required for physics to update it's position
1963 copy.AbsolutePosition = copy.AbsolutePosition; 2166 copy.AbsolutePosition = copy.AbsolutePosition;
1964 2167
1965 return copy; 2168 return copy;
2169 }
1966 } 2170 }
1967 finally 2171 else
1968 { 2172 {
1969 Monitor.Exit(m_updateLock); 2173 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1970 } 2174 }
2175
2176 return null;
1971 } 2177 }
1972 2178
1973 /// <summary>
1974 /// Calculates the distance between two Vector3s 2179 /// Calculates the distance between two Vector3s
1975 /// </summary> 2180 /// </summary>
1976 /// <param name="v1"></param> 2181 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index 1e2e973..0e0b6c3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -99,11 +99,12 @@ namespace OpenSim.Region.Framework.Scenes
99 } 99 }
100 } 100 }
101 101
102 private readonly List<Scene> m_localScenes = new List<Scene>(); 102 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
103 private Scene m_currentScene = null;
103 104
104 public List<Scene> Scenes 105 public List<Scene> Scenes
105 { 106 {
106 get { return new List<Scene>(m_localScenes); } 107 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
107 } 108 }
108 109
109 /// <summary> 110 /// <summary>
@@ -120,13 +121,10 @@ namespace OpenSim.Region.Framework.Scenes
120 { 121 {
121 if (CurrentScene == null) 122 if (CurrentScene == null)
122 { 123 {
123 lock (m_localScenes) 124 List<Scene> sceneList = Scenes;
124 { 125 if (sceneList.Count == 0)
125 if (m_localScenes.Count > 0) 126 return null;
126 return m_localScenes[0]; 127 return sceneList[0];
127 else
128 return null;
129 }
130 } 128 }
131 else 129 else
132 { 130 {
@@ -138,41 +136,35 @@ namespace OpenSim.Region.Framework.Scenes
138 public SceneManager() 136 public SceneManager()
139 { 137 {
140 m_instance = this; 138 m_instance = this;
141 m_localScenes = new List<Scene>(); 139 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
142 } 140 }
143 141
144 public void Close() 142 public void Close()
145 { 143 {
144 List<Scene> localScenes = null;
145
146 lock (m_localScenes) 146 lock (m_localScenes)
147 { 147 {
148 for (int i = 0; i < m_localScenes.Count; i++) 148 localScenes = Scenes;
149 { 149 }
150 m_localScenes[i].Close(); 150
151 } 151 for (int i = 0; i < localScenes.Count; i++)
152 {
153 localScenes[i].Close();
152 } 154 }
153 } 155 }
154 156
155 public void Close(Scene cscene) 157 public void Close(Scene cscene)
156 { 158 {
157 lock (m_localScenes) 159 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
158 { 160 return;
159 if (m_localScenes.Contains(cscene)) 161 cscene.Close();
160 {
161 for (int i = 0; i < m_localScenes.Count; i++)
162 {
163 if (m_localScenes[i].Equals(cscene))
164 {
165 m_localScenes[i].Close();
166 }
167 }
168 }
169 }
170 } 162 }
171 163
172 public void Add(Scene scene) 164 public void Add(Scene scene)
173 { 165 {
174 lock (m_localScenes) 166 lock (m_localScenes)
175 m_localScenes.Add(scene); 167 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
176 168
177 scene.OnRestart += HandleRestart; 169 scene.OnRestart += HandleRestart;
178 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; 170 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
@@ -184,15 +176,8 @@ namespace OpenSim.Region.Framework.Scenes
184 176
185 lock (m_localScenes) 177 lock (m_localScenes)
186 { 178 {
187 for (int i = 0; i < m_localScenes.Count; i++) 179 m_localScenes.TryGetValue(rdata.RegionID, out restartedScene);
188 { 180 m_localScenes.Remove(rdata.RegionID);
189 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
190 {
191 restartedScene = m_localScenes[i];
192 m_localScenes.RemoveAt(i);
193 break;
194 }
195 }
196 } 181 }
197 182
198 // If the currently selected scene has been restarted, then we can't reselect here since we the scene 183 // If the currently selected scene has been restarted, then we can't reselect here since we the scene
@@ -207,39 +192,36 @@ namespace OpenSim.Region.Framework.Scenes
207 private void HandleRegionReadyStatusChange(IScene scene) 192 private void HandleRegionReadyStatusChange(IScene scene)
208 { 193 {
209 lock (m_localScenes) 194 lock (m_localScenes)
210 AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); 195 AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
211 } 196 }
212 197
213 public void SendSimOnlineNotification(ulong regionHandle) 198 public void SendSimOnlineNotification(ulong regionHandle)
214 { 199 {
215 RegionInfo Result = null; 200 RegionInfo Result = null;
216 201
217 lock (m_localScenes) 202 Scene s = m_localScenes.FindValue(delegate(Scene x)
218 {
219 for (int i = 0; i < m_localScenes.Count; i++)
220 {
221 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
222 { 203 {
223 // Inform other regions to tell their avatar about me 204 if (x.RegionInfo.RegionHandle == regionHandle)
224 Result = m_localScenes[i].RegionInfo; 205 return true;
225 } 206 return false;
226 } 207 });
208
209 if (s != null)
210 {
211 List<Scene> sceneList = Scenes;
227 212
228 if (Result != null) 213 for (int i = 0; i < sceneList.Count; i++)
229 { 214 {
230 for (int i = 0; i < m_localScenes.Count; i++) 215 if (sceneList[i]!= s)
231 { 216 {
232 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 217 // Inform other regions to tell their avatar about me
233 { 218 //sceneList[i].OtherRegionUp(Result);
234 // Inform other regions to tell their avatar about me
235 //m_localScenes[i].OtherRegionUp(Result);
236 }
237 } 219 }
238 } 220 }
239 else 221 }
240 { 222 else
241 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 223 {
242 } 224 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
243 } 225 }
244 } 226 }
245 227
@@ -343,8 +325,8 @@ namespace OpenSim.Region.Framework.Scenes
343 { 325 {
344 if (CurrentScene == null) 326 if (CurrentScene == null)
345 { 327 {
346 lock (m_localScenes) 328 List<Scene> sceneList = Scenes;
347 m_localScenes.ForEach(func); 329 sceneList.ForEach(func);
348 } 330 }
349 else 331 else
350 { 332 {
@@ -373,16 +355,12 @@ namespace OpenSim.Region.Framework.Scenes
373 } 355 }
374 else 356 else
375 { 357 {
376 lock (m_localScenes) 358 Scene s;
359
360 if (m_localScenes.TryGetValue(regionName, out s))
377 { 361 {
378 foreach (Scene scene in m_localScenes) 362 m_currentScene = s;
379 { 363 return true;
380 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
381 {
382 CurrentScene = scene;
383 return true;
384 }
385 }
386 } 364 }
387 365
388 return false; 366 return false;
@@ -391,18 +369,14 @@ namespace OpenSim.Region.Framework.Scenes
391 369
392 public bool TrySetCurrentScene(UUID regionID) 370 public bool TrySetCurrentScene(UUID regionID)
393 { 371 {
394 m_log.Debug("Searching for Region: '" + regionID + "'"); 372// m_log.Debug("Searching for Region: '" + regionID + "'");
395 373
396 lock (m_localScenes) 374 Scene s;
375
376 if (m_localScenes.TryGetValue(regionID, out s))
397 { 377 {
398 foreach (Scene scene in m_localScenes) 378 m_currentScene = s;
399 { 379 return true;
400 if (scene.RegionInfo.RegionID == regionID)
401 {
402 CurrentScene = scene;
403 return true;
404 }
405 }
406 } 380 }
407 381
408 return false; 382 return false;
@@ -410,52 +384,24 @@ namespace OpenSim.Region.Framework.Scenes
410 384
411 public bool TryGetScene(string regionName, out Scene scene) 385 public bool TryGetScene(string regionName, out Scene scene)
412 { 386 {
413 lock (m_localScenes) 387 return m_localScenes.TryGetValue(regionName, out scene);
414 {
415 foreach (Scene mscene in m_localScenes)
416 {
417 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
418 {
419 scene = mscene;
420 return true;
421 }
422 }
423 }
424
425 scene = null;
426 return false;
427 } 388 }
428 389
429 public bool TryGetScene(UUID regionID, out Scene scene) 390 public bool TryGetScene(UUID regionID, out Scene scene)
430 { 391 {
431 lock (m_localScenes) 392 return m_localScenes.TryGetValue(regionID, out scene);
432 {
433 foreach (Scene mscene in m_localScenes)
434 {
435 if (mscene.RegionInfo.RegionID == regionID)
436 {
437 scene = mscene;
438 return true;
439 }
440 }
441 }
442
443 scene = null;
444 return false;
445 } 393 }
446 394
447 public bool TryGetScene(uint locX, uint locY, out Scene scene) 395 public bool TryGetScene(uint locX, uint locY, out Scene scene)
448 { 396 {
449 lock (m_localScenes) 397 List<Scene> sceneList = Scenes;
398 foreach (Scene mscene in sceneList)
450 { 399 {
451 foreach (Scene mscene in m_localScenes) 400 if (mscene.RegionInfo.RegionLocX == locX &&
401 mscene.RegionInfo.RegionLocY == locY)
452 { 402 {
453 if (mscene.RegionInfo.RegionLocX == locX && 403 scene = mscene;
454 mscene.RegionInfo.RegionLocY == locY) 404 return true;
455 {
456 scene = mscene;
457 return true;
458 }
459 } 405 }
460 } 406 }
461 407
@@ -465,16 +411,14 @@ namespace OpenSim.Region.Framework.Scenes
465 411
466 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 412 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
467 { 413 {
468 lock (m_localScenes) 414 List<Scene> sceneList = Scenes;
415 foreach (Scene mscene in sceneList)
469 { 416 {
470 foreach (Scene mscene in m_localScenes) 417 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
418 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
471 { 419 {
472 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 420 scene = mscene;
473 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 421 return true;
474 {
475 scene = mscene;
476 return true;
477 }
478 } 422 }
479 } 423 }
480 424
@@ -539,15 +483,10 @@ namespace OpenSim.Region.Framework.Scenes
539 483
540 public RegionInfo GetRegionInfo(UUID regionID) 484 public RegionInfo GetRegionInfo(UUID regionID)
541 { 485 {
542 lock (m_localScenes) 486 Scene s;
487 if (m_localScenes.TryGetValue(regionID, out s))
543 { 488 {
544 foreach (Scene scene in m_localScenes) 489 return s.RegionInfo;
545 {
546 if (scene.RegionInfo.RegionID == regionID)
547 {
548 return scene.RegionInfo;
549 }
550 }
551 } 490 }
552 491
553 return null; 492 return null;
@@ -565,14 +504,12 @@ namespace OpenSim.Region.Framework.Scenes
565 504
566 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 505 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
567 { 506 {
568 lock (m_localScenes) 507 List<Scene> sceneList = Scenes;
508 foreach (Scene scene in sceneList)
569 { 509 {
570 foreach (Scene scene in m_localScenes) 510 if (scene.TryGetScenePresence(avatarId, out avatar))
571 { 511 {
572 if (scene.TryGetScenePresence(avatarId, out avatar)) 512 return true;
573 {
574 return true;
575 }
576 } 513 }
577 } 514 }
578 515
@@ -582,15 +519,13 @@ namespace OpenSim.Region.Framework.Scenes
582 519
583 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 520 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
584 { 521 {
585 lock (m_localScenes) 522 List<Scene> sceneList = Scenes;
523 foreach (Scene scene in sceneList)
586 { 524 {
587 foreach (Scene scene in m_localScenes) 525 avatar = scene.GetScenePresence(avatarId);
588 {
589 avatar = scene.GetScenePresence(avatarId);
590 526
591 if (avatar != null && !avatar.IsChildAgent) 527 if (avatar != null && !avatar.IsChildAgent)
592 return true; 528 return true;
593 }
594 } 529 }
595 530
596 avatar = null; 531 avatar = null;
@@ -600,21 +535,19 @@ namespace OpenSim.Region.Framework.Scenes
600 public void CloseScene(Scene scene) 535 public void CloseScene(Scene scene)
601 { 536 {
602 lock (m_localScenes) 537 lock (m_localScenes)
603 m_localScenes.Remove(scene); 538 m_localScenes.Remove(scene.RegionInfo.RegionID);
604 539
605 scene.Close(); 540 scene.Close();
606 } 541 }
607 542
608 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 543 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
609 { 544 {
610 lock (m_localScenes) 545 List<Scene> sceneList = Scenes;
546 foreach (Scene scene in sceneList)
611 { 547 {
612 foreach (Scene scene in m_localScenes) 548 if (scene.TryGetAvatarByName(avatarName, out avatar))
613 { 549 {
614 if (scene.TryGetAvatarByName(avatarName, out avatar)) 550 return true;
615 {
616 return true;
617 }
618 } 551 }
619 } 552 }
620 553
@@ -624,14 +557,12 @@ namespace OpenSim.Region.Framework.Scenes
624 557
625 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 558 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
626 { 559 {
627 lock (m_localScenes) 560 List<Scene> sceneList = Scenes;
561 foreach (Scene scene in sceneList)
628 { 562 {
629 foreach (Scene scene in m_localScenes) 563 sp = scene.GetScenePresence(firstName, lastName);
630 { 564 if (sp != null && !sp.IsChildAgent)
631 sp = scene.GetScenePresence(firstName, lastName); 565 return true;
632 if (sp != null && !sp.IsChildAgent)
633 return true;
634 }
635 } 566 }
636 567
637 sp = null; 568 sp = null;
@@ -640,8 +571,8 @@ namespace OpenSim.Region.Framework.Scenes
640 571
641 public void ForEachScene(Action<Scene> action) 572 public void ForEachScene(Action<Scene> action)
642 { 573 {
643 lock (m_localScenes) 574 List<Scene> sceneList = Scenes;
644 m_localScenes.ForEach(action); 575 sceneList.ForEach(action);
645 } 576 }
646 } 577 }
647} 578}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index ddf5da0..26524fb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -81,10 +81,6 @@ namespace OpenSim.Region.Framework.Scenes
81 /// <summary> 81 /// <summary>
82 /// Stop and remove the scripts contained in all the prims in this group 82 /// Stop and remove the scripts contained in all the prims in this group
83 /// </summary> 83 /// </summary>
84 /// <param name="sceneObjectBeingDeleted">
85 /// Should be true if these scripts are being removed because the scene
86 /// object is being deleted. This will prevent spurious updates to the client.
87 /// </param>
88 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 84 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
89 { 85 {
90 SceneObjectPart[] parts = m_parts.GetArray(); 86 SceneObjectPart[] parts = m_parts.GetArray();
@@ -247,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes
247 243
248 public uint GetEffectivePermissions() 244 public uint GetEffectivePermissions()
249 { 245 {
246 return GetEffectivePermissions(false);
247 }
248
249 public uint GetEffectivePermissions(bool useBase)
250 {
250 uint perms=(uint)(PermissionMask.Modify | 251 uint perms=(uint)(PermissionMask.Modify |
251 PermissionMask.Copy | 252 PermissionMask.Copy |
252 PermissionMask.Move | 253 PermissionMask.Move |
@@ -258,7 +259,10 @@ namespace OpenSim.Region.Framework.Scenes
258 for (int i = 0; i < parts.Length; i++) 259 for (int i = 0; i < parts.Length; i++)
259 { 260 {
260 SceneObjectPart part = parts[i]; 261 SceneObjectPart part = parts[i];
261 ownerMask &= part.OwnerMask; 262 if (useBase)
263 ownerMask &= part.BaseMask;
264 else
265 ownerMask &= part.OwnerMask;
262 perms &= part.Inventory.MaskEffectivePermissions(); 266 perms &= part.Inventory.MaskEffectivePermissions();
263 } 267 }
264 268
@@ -400,6 +404,9 @@ namespace OpenSim.Region.Framework.Scenes
400 404
401 public void ResumeScripts() 405 public void ResumeScripts()
402 { 406 {
407 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
408 return;
409
403 SceneObjectPart[] parts = m_parts.GetArray(); 410 SceneObjectPart[] parts = m_parts.GetArray();
404 for (int i = 0; i < parts.Length; i++) 411 for (int i = 0; i < parts.Length; i++)
405 parts[i].Inventory.ResumeScripts(); 412 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 15795e5..dd8541c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,12 +24,13 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Drawing; 31using System.Drawing;
32using System.IO; 32using System.IO;
33using System.Diagnostics;
33using System.Linq; 34using System.Linq;
34using System.Threading; 35using System.Threading;
35using System.Xml; 36using System.Xml;
@@ -43,6 +44,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
43 44
44namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
45{ 46{
47
46 [Flags] 48 [Flags]
47 public enum scriptEvents 49 public enum scriptEvents
48 { 50 {
@@ -115,8 +117,12 @@ namespace OpenSim.Region.Framework.Scenes
115 /// since the group's last persistent backup 117 /// since the group's last persistent backup
116 /// </summary> 118 /// </summary>
117 private bool m_hasGroupChanged = false; 119 private bool m_hasGroupChanged = false;
118 private long timeFirstChanged; 120 private long timeFirstChanged = 0;
119 private long timeLastChanged; 121 private long timeLastChanged = 0;
122 private long m_maxPersistTime = 0;
123 private long m_minPersistTime = 0;
124// private Random m_rand;
125 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
120 126
121 /// <summary> 127 /// <summary>
122 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 128 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -133,9 +139,44 @@ namespace OpenSim.Region.Framework.Scenes
133 { 139 {
134 if (value) 140 if (value)
135 { 141 {
142
143 if (m_isBackedUp)
144 {
145 m_scene.SceneGraph.FireChangeBackup(this);
146 }
136 timeLastChanged = DateTime.Now.Ticks; 147 timeLastChanged = DateTime.Now.Ticks;
137 if (!m_hasGroupChanged) 148 if (!m_hasGroupChanged)
138 timeFirstChanged = DateTime.Now.Ticks; 149 timeFirstChanged = DateTime.Now.Ticks;
150 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
151 {
152/*
153 if (m_rand == null)
154 {
155 byte[] val = new byte[16];
156 m_rootPart.UUID.ToBytes(val, 0);
157 m_rand = new Random(BitConverter.ToInt32(val, 0));
158 }
159 */
160 if (m_scene.GetRootAgentCount() == 0)
161 {
162 //If the region is empty, this change has been made by an automated process
163 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
164
165// float factor = 1.5f + (float)(m_rand.NextDouble());
166 float factor = 2.0f;
167 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
168 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
169 }
170 else
171 {
172 //If the region is not empty, we want to obey the minimum and maximum persist times
173 //but add a random factor so we stagger the object persistance a little
174// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
175// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
176 m_maxPersistTime = m_scene.m_persistAfter;
177 m_minPersistTime = m_scene.m_dontPersistBefore;
178 }
179 }
139 } 180 }
140 m_hasGroupChanged = value; 181 m_hasGroupChanged = value;
141 182
@@ -150,7 +191,7 @@ namespace OpenSim.Region.Framework.Scenes
150 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 191 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
151 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 192 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
152 /// </summary> 193 /// </summary>
153 public bool HasGroupChangedDueToDelink { get; private set; } 194 public bool HasGroupChangedDueToDelink { get; set; }
154 195
155 private bool isTimeToPersist() 196 private bool isTimeToPersist()
156 { 197 {
@@ -160,8 +201,19 @@ namespace OpenSim.Region.Framework.Scenes
160 return false; 201 return false;
161 if (m_scene.ShuttingDown) 202 if (m_scene.ShuttingDown)
162 return true; 203 return true;
204
205 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
206 {
207 m_maxPersistTime = m_scene.m_persistAfter;
208 m_minPersistTime = m_scene.m_dontPersistBefore;
209 }
210
163 long currentTime = DateTime.Now.Ticks; 211 long currentTime = DateTime.Now.Ticks;
164 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 212
213 if (timeLastChanged == 0) timeLastChanged = currentTime;
214 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
215
216 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
165 return true; 217 return true;
166 return false; 218 return false;
167 } 219 }
@@ -264,11 +316,13 @@ namespace OpenSim.Region.Framework.Scenes
264 get { return RootPart.VolumeDetectActive; } 316 get { return RootPart.VolumeDetectActive; }
265 } 317 }
266 318
267 private Vector3 lastPhysGroupPos;
268 private Quaternion lastPhysGroupRot;
269
270 private bool m_isBackedUp; 319 private bool m_isBackedUp;
271 320
321 public bool IsBackedUp
322 {
323 get { return m_isBackedUp; }
324 }
325
272 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); 326 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
273 327
274 protected ulong m_regionHandle; 328 protected ulong m_regionHandle;
@@ -280,10 +334,10 @@ namespace OpenSim.Region.Framework.Scenes
280 334
281 private bool m_scriptListens_atTarget; 335 private bool m_scriptListens_atTarget;
282 private bool m_scriptListens_notAtTarget; 336 private bool m_scriptListens_notAtTarget;
283
284 private bool m_scriptListens_atRotTarget; 337 private bool m_scriptListens_atRotTarget;
285 private bool m_scriptListens_notAtRotTarget; 338 private bool m_scriptListens_notAtRotTarget;
286 339
340 public bool m_dupeInProgress = false;
287 internal Dictionary<UUID, string> m_savedScriptState; 341 internal Dictionary<UUID, string> m_savedScriptState;
288 342
289 #region Properties 343 #region Properties
@@ -320,6 +374,16 @@ namespace OpenSim.Region.Framework.Scenes
320 get { return m_parts.Count; } 374 get { return m_parts.Count; }
321 } 375 }
322 376
377// protected Quaternion m_rotation = Quaternion.Identity;
378//
379// public virtual Quaternion Rotation
380// {
381// get { return m_rotation; }
382// set {
383// m_rotation = value;
384// }
385// }
386
323 public Quaternion GroupRotation 387 public Quaternion GroupRotation
324 { 388 {
325 get { return m_rootPart.RotationOffset; } 389 get { return m_rootPart.RotationOffset; }
@@ -426,7 +490,15 @@ namespace OpenSim.Region.Framework.Scenes
426 { 490 {
427 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 491 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
428 } 492 }
429 493
494
495
496 private struct avtocrossInfo
497 {
498 public ScenePresence av;
499 public uint ParentID;
500 }
501
430 /// <summary> 502 /// <summary>
431 /// The absolute position of this scene object in the scene 503 /// The absolute position of this scene object in the scene
432 /// </summary> 504 /// </summary>
@@ -454,10 +526,129 @@ namespace OpenSim.Region.Framework.Scenes
454 || Scene.TestBorderCross(val, Cardinals.S)) 526 || Scene.TestBorderCross(val, Cardinals.S))
455 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 527 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
456 { 528 {
457 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 529 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
530 uint x = 0;
531 uint y = 0;
532 string version = String.Empty;
533 Vector3 newpos = Vector3.Zero;
534 OpenSim.Services.Interfaces.GridRegion destination = null;
535
536 if (m_rootPart.KeyframeMotion != null)
537 m_rootPart.KeyframeMotion.StartCrossingCheck();
538
539 bool canCross = true;
540 foreach (ScenePresence av in m_linkedAvatars)
541 {
542 // We need to cross these agents. First, let's find
543 // out if any of them can't cross for some reason.
544 // We have to deny the crossing entirely if any
545 // of them are banned. Alternatively, we could
546 // unsit banned agents....
547
548
549 // We set the avatar position as being the object
550 // position to get the region to send to
551 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
552 {
553 canCross = false;
554 break;
555 }
556
557 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
558 }
559
560 if (canCross)
561 {
562 // We unparent the SP quietly so that it won't
563 // be made to stand up
564
565 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
566
567 foreach (ScenePresence av in m_linkedAvatars)
568 {
569 avtocrossInfo avinfo = new avtocrossInfo();
570 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
571 if (parentPart != null)
572 av.ParentUUID = parentPart.UUID;
573
574 avinfo.av = av;
575 avinfo.ParentID = av.ParentID;
576 avsToCross.Add(avinfo);
577
578 av.ParentID = 0;
579 }
580
581 // m_linkedAvatars.Clear();
582 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
583
584 // Normalize
585 if (val.X >= Constants.RegionSize)
586 val.X -= Constants.RegionSize;
587 if (val.Y >= Constants.RegionSize)
588 val.Y -= Constants.RegionSize;
589 if (val.X < 0)
590 val.X += Constants.RegionSize;
591 if (val.Y < 0)
592 val.Y += Constants.RegionSize;
593
594 // If it's deleted, crossing was successful
595 if (IsDeleted)
596 {
597 // foreach (ScenePresence av in m_linkedAvatars)
598 foreach (avtocrossInfo avinfo in avsToCross)
599 {
600 ScenePresence av = avinfo.av;
601 if (!av.IsInTransit) // just in case...
602 {
603 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
604
605 av.IsInTransit = true;
606
607 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
608 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
609 }
610 else
611 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
612 }
613 avsToCross.Clear();
614 return;
615 }
616 else // cross failed, put avas back ??
617 {
618 foreach (avtocrossInfo avinfo in avsToCross)
619 {
620 ScenePresence av = avinfo.av;
621 av.ParentUUID = UUID.Zero;
622 av.ParentID = avinfo.ParentID;
623// m_linkedAvatars.Add(av);
624 }
625 }
626 avsToCross.Clear();
627
628 }
629 else
630 {
631 if (m_rootPart.KeyframeMotion != null)
632 m_rootPart.KeyframeMotion.CrossingFailure();
633
634 if (RootPart.PhysActor != null)
635 {
636 RootPart.PhysActor.CrossingFailure();
637 }
638 }
639 Vector3 oldp = AbsolutePosition;
640 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
641 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
642 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
458 } 643 }
459 } 644 }
460 645
646/* don't see the need but worse don't see where is restored to false if things stay in
647 foreach (SceneObjectPart part in m_parts.GetArray())
648 {
649 part.IgnoreUndoUpdate = true;
650 }
651 */
461 if (RootPart.GetStatusSandbox()) 652 if (RootPart.GetStatusSandbox())
462 { 653 {
463 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 654 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -475,9 +666,38 @@ namespace OpenSim.Region.Framework.Scenes
475 // Restuff the new GroupPosition into each SOP of the linkset. 666 // Restuff the new GroupPosition into each SOP of the linkset.
476 // This has the affect of resetting and tainting the physics actors. 667 // This has the affect of resetting and tainting the physics actors.
477 SceneObjectPart[] parts = m_parts.GetArray(); 668 SceneObjectPart[] parts = m_parts.GetArray();
478 for (int i = 0; i < parts.Length; i++) 669 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
479 parts[i].GroupPosition = val; 670 if (m_dupeInProgress)
671 triggerScriptEvent = false;
672 foreach (SceneObjectPart part in parts)
673 {
674 part.GroupPosition = val;
675 if (triggerScriptEvent)
676 part.TriggerScriptChangedEvent(Changed.POSITION);
677 }
480 678
679/*
680 This seems not needed and should not be needed:
681 sp absolute position depends on sit part absolute position fixed above.
682 sp ParentPosition is not used anywhere.
683 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
684 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
685
686 if (!m_dupeInProgress)
687 {
688 foreach (ScenePresence av in m_linkedAvatars)
689 {
690 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
691 if (p != null && m_parts.TryGetValue(p.UUID, out p))
692 {
693 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
694 av.AbsolutePosition += offset;
695// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
696 av.SendAvatarDataToAllAgents();
697 }
698 }
699 }
700*/
481 //if (m_rootPart.PhysActor != null) 701 //if (m_rootPart.PhysActor != null)
482 //{ 702 //{
483 //m_rootPart.PhysActor.Position = 703 //m_rootPart.PhysActor.Position =
@@ -491,6 +711,40 @@ namespace OpenSim.Region.Framework.Scenes
491 } 711 }
492 } 712 }
493 713
714 public override Vector3 Velocity
715 {
716 get { return RootPart.Velocity; }
717 set { RootPart.Velocity = value; }
718 }
719
720 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
721 {
722 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
723 ScenePresence agent = icon.EndInvoke(iar);
724
725 //// If the cross was successful, this agent is a child agent
726 if (agent.IsChildAgent)
727 {
728 if (agent.ParentUUID != UUID.Zero)
729 {
730 agent.ParentPart = null;
731// agent.ParentPosition = Vector3.Zero;
732// agent.ParentUUID = UUID.Zero;
733 }
734 }
735
736 agent.ParentUUID = UUID.Zero;
737
738// agent.Reset();
739// else // Not successful
740// agent.RestoreInCurrentScene();
741
742 // In any case
743 agent.IsInTransit = false;
744
745 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
746 }
747
494 public override uint LocalId 748 public override uint LocalId
495 { 749 {
496 get { return m_rootPart.LocalId; } 750 get { return m_rootPart.LocalId; }
@@ -561,6 +815,11 @@ namespace OpenSim.Region.Framework.Scenes
561 m_isSelected = value; 815 m_isSelected = value;
562 // Tell physics engine that group is selected 816 // Tell physics engine that group is selected
563 817
818 // this is not right
819 // but ode engines should only really need to know about root part
820 // so they can put entire object simulation on hold and not colliding
821 // keep as was for now
822
564 PhysicsActor pa = m_rootPart.PhysActor; 823 PhysicsActor pa = m_rootPart.PhysActor;
565 if (pa != null) 824 if (pa != null)
566 { 825 {
@@ -577,6 +836,42 @@ namespace OpenSim.Region.Framework.Scenes
577 childPa.Selected = value; 836 childPa.Selected = value;
578 } 837 }
579 } 838 }
839 if (RootPart.KeyframeMotion != null)
840 RootPart.KeyframeMotion.Selected = value;
841 }
842 }
843
844 public void PartSelectChanged(bool partSelect)
845 {
846 // any part selected makes group selected
847 if (m_isSelected == partSelect)
848 return;
849
850 if (partSelect)
851 {
852 IsSelected = partSelect;
853// if (!IsAttachment)
854// ScheduleGroupForFullUpdate();
855 }
856 else
857 {
858 // bad bad bad 2 heavy for large linksets
859 // since viewer does send lot of (un)selects
860 // this needs to be replaced by a specific list or count ?
861 // but that will require extra code in several places
862
863 SceneObjectPart[] parts = m_parts.GetArray();
864 for (int i = 0; i < parts.Length; i++)
865 {
866 SceneObjectPart part = parts[i];
867 if (part.IsSelected)
868 return;
869 }
870 IsSelected = partSelect;
871 if (!IsAttachment)
872 {
873 ScheduleGroupForFullUpdate();
874 }
580 } 875 }
581 } 876 }
582 877
@@ -674,6 +969,7 @@ namespace OpenSim.Region.Framework.Scenes
674 /// </summary> 969 /// </summary>
675 public SceneObjectGroup() 970 public SceneObjectGroup()
676 { 971 {
972
677 } 973 }
678 974
679 /// <summary> 975 /// <summary>
@@ -691,8 +987,8 @@ namespace OpenSim.Region.Framework.Scenes
691 /// Constructor. This object is added to the scene later via AttachToScene() 987 /// Constructor. This object is added to the scene later via AttachToScene()
692 /// </summary> 988 /// </summary>
693 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 989 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
694 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 990 {
695 { 991 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
696 } 992 }
697 993
698 /// <summary> 994 /// <summary>
@@ -727,6 +1023,9 @@ namespace OpenSim.Region.Framework.Scenes
727 /// </summary> 1023 /// </summary>
728 public virtual void AttachToBackup() 1024 public virtual void AttachToBackup()
729 { 1025 {
1026 if (IsAttachment) return;
1027 m_scene.SceneGraph.FireAttachToBackup(this);
1028
730 if (InSceneBackup) 1029 if (InSceneBackup)
731 { 1030 {
732 //m_log.DebugFormat( 1031 //m_log.DebugFormat(
@@ -769,6 +1068,13 @@ namespace OpenSim.Region.Framework.Scenes
769 1068
770 ApplyPhysics(); 1069 ApplyPhysics();
771 1070
1071 if (RootPart.PhysActor != null)
1072 RootPart.Force = RootPart.Force;
1073 if (RootPart.PhysActor != null)
1074 RootPart.Torque = RootPart.Torque;
1075 if (RootPart.PhysActor != null)
1076 RootPart.Buoyancy = RootPart.Buoyancy;
1077
772 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1078 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
773 // for the same object with very different properties. The caller must schedule the update. 1079 // for the same object with very different properties. The caller must schedule the update.
774 //ScheduleGroupForFullUpdate(); 1080 //ScheduleGroupForFullUpdate();
@@ -784,6 +1090,10 @@ namespace OpenSim.Region.Framework.Scenes
784 EntityIntersection result = new EntityIntersection(); 1090 EntityIntersection result = new EntityIntersection();
785 1091
786 SceneObjectPart[] parts = m_parts.GetArray(); 1092 SceneObjectPart[] parts = m_parts.GetArray();
1093
1094 // Find closest hit here
1095 float idist = float.MaxValue;
1096
787 for (int i = 0; i < parts.Length; i++) 1097 for (int i = 0; i < parts.Length; i++)
788 { 1098 {
789 SceneObjectPart part = parts[i]; 1099 SceneObjectPart part = parts[i];
@@ -798,11 +1108,6 @@ namespace OpenSim.Region.Framework.Scenes
798 1108
799 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1109 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
800 1110
801 // This may need to be updated to the maximum draw distance possible..
802 // We might (and probably will) be checking for prim creation from other sims
803 // when the camera crosses the border.
804 float idist = Constants.RegionSize;
805
806 if (inter.HitTF) 1111 if (inter.HitTF)
807 { 1112 {
808 // We need to find the closest prim to return to the testcaller along the ray 1113 // We need to find the closest prim to return to the testcaller along the ray
@@ -813,10 +1118,11 @@ namespace OpenSim.Region.Framework.Scenes
813 result.obj = part; 1118 result.obj = part;
814 result.normal = inter.normal; 1119 result.normal = inter.normal;
815 result.distance = inter.distance; 1120 result.distance = inter.distance;
1121
1122 idist = inter.distance;
816 } 1123 }
817 } 1124 }
818 } 1125 }
819
820 return result; 1126 return result;
821 } 1127 }
822 1128
@@ -828,25 +1134,27 @@ namespace OpenSim.Region.Framework.Scenes
828 /// <returns></returns> 1134 /// <returns></returns>
829 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1135 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
830 { 1136 {
831 maxX = -256f; 1137 maxX = float.MinValue;
832 maxY = -256f; 1138 maxY = float.MinValue;
833 maxZ = -256f; 1139 maxZ = float.MinValue;
834 minX = 256f; 1140 minX = float.MaxValue;
835 minY = 256f; 1141 minY = float.MaxValue;
836 minZ = 8192f; 1142 minZ = float.MaxValue;
837 1143
838 SceneObjectPart[] parts = m_parts.GetArray(); 1144 SceneObjectPart[] parts = m_parts.GetArray();
839 for (int i = 0; i < parts.Length; i++) 1145 foreach (SceneObjectPart part in parts)
840 { 1146 {
841 SceneObjectPart part = parts[i];
842
843 Vector3 worldPos = part.GetWorldPosition(); 1147 Vector3 worldPos = part.GetWorldPosition();
844 Vector3 offset = worldPos - AbsolutePosition; 1148 Vector3 offset = worldPos - AbsolutePosition;
845 Quaternion worldRot; 1149 Quaternion worldRot;
846 if (part.ParentID == 0) 1150 if (part.ParentID == 0)
1151 {
847 worldRot = part.RotationOffset; 1152 worldRot = part.RotationOffset;
1153 }
848 else 1154 else
1155 {
849 worldRot = part.GetWorldRotation(); 1156 worldRot = part.GetWorldRotation();
1157 }
850 1158
851 Vector3 frontTopLeft; 1159 Vector3 frontTopLeft;
852 Vector3 frontTopRight; 1160 Vector3 frontTopRight;
@@ -858,6 +1166,8 @@ namespace OpenSim.Region.Framework.Scenes
858 Vector3 backBottomLeft; 1166 Vector3 backBottomLeft;
859 Vector3 backBottomRight; 1167 Vector3 backBottomRight;
860 1168
1169 // Vector3[] corners = new Vector3[8];
1170
861 Vector3 orig = Vector3.Zero; 1171 Vector3 orig = Vector3.Zero;
862 1172
863 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1173 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -892,6 +1202,38 @@ namespace OpenSim.Region.Framework.Scenes
892 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1202 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
893 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1203 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
894 1204
1205
1206
1207 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1208 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1209 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1210 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1211 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1212 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1213 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1214 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1215
1216 //for (int i = 0; i < 8; i++)
1217 //{
1218 // corners[i] = corners[i] * worldRot;
1219 // corners[i] += offset;
1220
1221 // if (corners[i].X > maxX)
1222 // maxX = corners[i].X;
1223 // if (corners[i].X < minX)
1224 // minX = corners[i].X;
1225
1226 // if (corners[i].Y > maxY)
1227 // maxY = corners[i].Y;
1228 // if (corners[i].Y < minY)
1229 // minY = corners[i].Y;
1230
1231 // if (corners[i].Z > maxZ)
1232 // maxZ = corners[i].Y;
1233 // if (corners[i].Z < minZ)
1234 // minZ = corners[i].Z;
1235 //}
1236
895 frontTopLeft = frontTopLeft * worldRot; 1237 frontTopLeft = frontTopLeft * worldRot;
896 frontTopRight = frontTopRight * worldRot; 1238 frontTopRight = frontTopRight * worldRot;
897 frontBottomLeft = frontBottomLeft * worldRot; 1239 frontBottomLeft = frontBottomLeft * worldRot;
@@ -913,6 +1255,15 @@ namespace OpenSim.Region.Framework.Scenes
913 backTopLeft += offset; 1255 backTopLeft += offset;
914 backTopRight += offset; 1256 backTopRight += offset;
915 1257
1258 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1259 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1260 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1261 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1262 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1263 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1264 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1265 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1266
916 if (frontTopRight.X > maxX) 1267 if (frontTopRight.X > maxX)
917 maxX = frontTopRight.X; 1268 maxX = frontTopRight.X;
918 if (frontTopLeft.X > maxX) 1269 if (frontTopLeft.X > maxX)
@@ -1056,17 +1407,118 @@ namespace OpenSim.Region.Framework.Scenes
1056 1407
1057 #endregion 1408 #endregion
1058 1409
1410 public void GetResourcesCosts(SceneObjectPart apart,
1411 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1412 {
1413 // this information may need to be cached
1414
1415 float cost;
1416 float tmpcost;
1417
1418 bool ComplexCost = false;
1419
1420 SceneObjectPart p;
1421 SceneObjectPart[] parts;
1422
1423 lock (m_parts)
1424 {
1425 parts = m_parts.GetArray();
1426 }
1427
1428 int nparts = parts.Length;
1429
1430
1431 for (int i = 0; i < nparts; i++)
1432 {
1433 p = parts[i];
1434
1435 if (p.UsesComplexCost)
1436 {
1437 ComplexCost = true;
1438 break;
1439 }
1440 }
1441
1442 if (ComplexCost)
1443 {
1444 linksetResCost = 0;
1445 linksetPhysCost = 0;
1446 partCost = 0;
1447 partPhysCost = 0;
1448
1449 for (int i = 0; i < nparts; i++)
1450 {
1451 p = parts[i];
1452
1453 cost = p.StreamingCost;
1454 tmpcost = p.SimulationCost;
1455 if (tmpcost > cost)
1456 cost = tmpcost;
1457 tmpcost = p.PhysicsCost;
1458 if (tmpcost > cost)
1459 cost = tmpcost;
1460
1461 linksetPhysCost += tmpcost;
1462 linksetResCost += cost;
1463
1464 if (p == apart)
1465 {
1466 partCost = cost;
1467 partPhysCost = tmpcost;
1468 }
1469 }
1470 }
1471 else
1472 {
1473 partPhysCost = 1.0f;
1474 partCost = 1.0f;
1475 linksetResCost = (float)nparts;
1476 linksetPhysCost = linksetResCost;
1477 }
1478 }
1479
1480 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1481 {
1482 SceneObjectPart p;
1483 SceneObjectPart[] parts;
1484
1485 lock (m_parts)
1486 {
1487 parts = m_parts.GetArray();
1488 }
1489
1490 int nparts = parts.Length;
1491
1492 PhysCost = 0;
1493 StreamCost = 0;
1494 SimulCost = 0;
1495
1496 for (int i = 0; i < nparts; i++)
1497 {
1498 p = parts[i];
1499
1500 StreamCost += p.StreamingCost;
1501 SimulCost += p.SimulationCost;
1502 PhysCost += p.PhysicsCost;
1503 }
1504 }
1505
1059 public void SaveScriptedState(XmlTextWriter writer) 1506 public void SaveScriptedState(XmlTextWriter writer)
1060 { 1507 {
1508 SaveScriptedState(writer, false);
1509 }
1510
1511 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1512 {
1061 XmlDocument doc = new XmlDocument(); 1513 XmlDocument doc = new XmlDocument();
1062 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1514 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1063 1515
1064 SceneObjectPart[] parts = m_parts.GetArray(); 1516 SceneObjectPart[] parts = m_parts.GetArray();
1065 for (int i = 0; i < parts.Length; i++) 1517 for (int i = 0; i < parts.Length; i++)
1066 { 1518 {
1067 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1519 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1068 foreach (KeyValuePair<UUID, string> kvp in pstates) 1520 foreach (KeyValuePair<UUID, string> kvp in pstates)
1069 states.Add(kvp.Key, kvp.Value); 1521 states[kvp.Key] = kvp.Value;
1070 } 1522 }
1071 1523
1072 if (states.Count > 0) 1524 if (states.Count > 0)
@@ -1086,6 +1538,169 @@ namespace OpenSim.Region.Framework.Scenes
1086 } 1538 }
1087 1539
1088 /// <summary> 1540 /// <summary>
1541 /// Add the avatar to this linkset (avatar is sat).
1542 /// </summary>
1543 /// <param name="agentID"></param>
1544 public void AddAvatar(UUID agentID)
1545 {
1546 ScenePresence presence;
1547 if (m_scene.TryGetScenePresence(agentID, out presence))
1548 {
1549 if (!m_linkedAvatars.Contains(presence))
1550 {
1551 m_linkedAvatars.Add(presence);
1552 }
1553 }
1554 }
1555
1556 /// <summary>
1557 /// Delete the avatar from this linkset (avatar is unsat).
1558 /// </summary>
1559 /// <param name="agentID"></param>
1560 public void DeleteAvatar(UUID agentID)
1561 {
1562 ScenePresence presence;
1563 if (m_scene.TryGetScenePresence(agentID, out presence))
1564 {
1565 if (m_linkedAvatars.Contains(presence))
1566 {
1567 m_linkedAvatars.Remove(presence);
1568 }
1569 }
1570 }
1571
1572 /// <summary>
1573 /// Returns the list of linked presences (avatars sat on this group)
1574 /// </summary>
1575 /// <param name="agentID"></param>
1576 public List<ScenePresence> GetLinkedAvatars()
1577 {
1578 return m_linkedAvatars;
1579 }
1580
1581 /// <summary>
1582 /// Attach this scene object to the given avatar.
1583 /// </summary>
1584 /// <param name="agentID"></param>
1585 /// <param name="attachmentpoint"></param>
1586 /// <param name="AttachOffset"></param>
1587 private void AttachToAgent(
1588 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1589 {
1590 if (avatar != null)
1591 {
1592 // don't attach attachments to child agents
1593 if (avatar.IsChildAgent) return;
1594
1595 // Remove from database and parcel prim count
1596 m_scene.DeleteFromStorage(so.UUID);
1597 m_scene.EventManager.TriggerParcelPrimCountTainted();
1598
1599 so.AttachedAvatar = avatar.UUID;
1600
1601 if (so.RootPart.PhysActor != null)
1602 {
1603 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1604 so.RootPart.PhysActor = null;
1605 }
1606
1607 so.AbsolutePosition = attachOffset;
1608 so.RootPart.AttachedPos = attachOffset;
1609 so.IsAttachment = true;
1610 so.RootPart.SetParentLocalId(avatar.LocalId);
1611 so.AttachmentPoint = attachmentpoint;
1612
1613 avatar.AddAttachment(this);
1614
1615 if (!silent)
1616 {
1617 // Killing it here will cause the client to deselect it
1618 // It then reappears on the avatar, deselected
1619 // through the full update below
1620 //
1621 if (IsSelected)
1622 {
1623 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1624 }
1625
1626 IsSelected = false; // fudge....
1627 ScheduleGroupForFullUpdate();
1628 }
1629 }
1630 else
1631 {
1632 m_log.WarnFormat(
1633 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1634 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1635 }
1636 }
1637
1638 public byte GetAttachmentPoint()
1639 {
1640 return m_rootPart.Shape.State;
1641 }
1642
1643 public void DetachToGround()
1644 {
1645 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1646 if (avatar == null)
1647 return;
1648
1649 avatar.RemoveAttachment(this);
1650
1651 Vector3 detachedpos = new Vector3(127f,127f,127f);
1652 if (avatar == null)
1653 return;
1654
1655 detachedpos = avatar.AbsolutePosition;
1656 FromItemID = UUID.Zero;
1657
1658 AbsolutePosition = detachedpos;
1659 AttachedAvatar = UUID.Zero;
1660
1661 //SceneObjectPart[] parts = m_parts.GetArray();
1662 //for (int i = 0; i < parts.Length; i++)
1663 // parts[i].AttachedAvatar = UUID.Zero;
1664
1665 m_rootPart.SetParentLocalId(0);
1666 AttachmentPoint = (byte)0;
1667 // must check if buildind should be true or false here
1668 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1669 HasGroupChanged = true;
1670 RootPart.Rezzed = DateTime.Now;
1671 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1672 AttachToBackup();
1673 m_scene.EventManager.TriggerParcelPrimCountTainted();
1674 m_rootPart.ScheduleFullUpdate();
1675 m_rootPart.ClearUndoState();
1676 }
1677
1678 public void DetachToInventoryPrep()
1679 {
1680 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1681 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1682 if (avatar != null)
1683 {
1684 //detachedpos = avatar.AbsolutePosition;
1685 avatar.RemoveAttachment(this);
1686 }
1687
1688 AttachedAvatar = UUID.Zero;
1689
1690 /*SceneObjectPart[] parts = m_parts.GetArray();
1691 for (int i = 0; i < parts.Length; i++)
1692 parts[i].AttachedAvatar = UUID.Zero;*/
1693
1694 m_rootPart.SetParentLocalId(0);
1695 //m_rootPart.SetAttachmentPoint((byte)0);
1696 IsAttachment = false;
1697 AbsolutePosition = m_rootPart.AttachedPos;
1698 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1699 //AttachToBackup();
1700 //m_rootPart.ScheduleFullUpdate();
1701 }
1702
1703 /// <summary>
1089 /// 1704 ///
1090 /// </summary> 1705 /// </summary>
1091 /// <param name="part"></param> 1706 /// <param name="part"></param>
@@ -1125,7 +1740,10 @@ namespace OpenSim.Region.Framework.Scenes
1125 public void AddPart(SceneObjectPart part) 1740 public void AddPart(SceneObjectPart part)
1126 { 1741 {
1127 part.SetParent(this); 1742 part.SetParent(this);
1128 part.LinkNum = m_parts.Add(part.UUID, part); 1743 m_parts.Add(part.UUID, part);
1744
1745 part.LinkNum = m_parts.Count;
1746
1129 if (part.LinkNum == 2) 1747 if (part.LinkNum == 2)
1130 RootPart.LinkNum = 1; 1748 RootPart.LinkNum = 1;
1131 } 1749 }
@@ -1151,6 +1769,14 @@ namespace OpenSim.Region.Framework.Scenes
1151 parts[i].UUID = UUID.Random(); 1769 parts[i].UUID = UUID.Random();
1152 } 1770 }
1153 1771
1772 // helper provided for parts.
1773 public int GetSceneMaxUndo()
1774 {
1775 if (m_scene != null)
1776 return m_scene.MaxUndoCount;
1777 return 5;
1778 }
1779
1154 // justincc: I don't believe this hack is needed any longer, especially since the physics 1780 // justincc: I don't believe this hack is needed any longer, especially since the physics
1155 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false 1781 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1156 // this method was preventing proper reload of scene objects. 1782 // this method was preventing proper reload of scene objects.
@@ -1208,7 +1834,7 @@ namespace OpenSim.Region.Framework.Scenes
1208// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1834// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1209// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1835// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1210 1836
1211 part.StoreUndoState(); 1837// part.StoreUndoState();
1212 part.OnGrab(offsetPos, remoteClient); 1838 part.OnGrab(offsetPos, remoteClient);
1213 } 1839 }
1214 1840
@@ -1228,6 +1854,11 @@ namespace OpenSim.Region.Framework.Scenes
1228 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1854 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1229 public void DeleteGroupFromScene(bool silent) 1855 public void DeleteGroupFromScene(bool silent)
1230 { 1856 {
1857 // We need to keep track of this state in case this group is still queued for backup.
1858 IsDeleted = true;
1859
1860 DetachFromBackup();
1861
1231 SceneObjectPart[] parts = m_parts.GetArray(); 1862 SceneObjectPart[] parts = m_parts.GetArray();
1232 for (int i = 0; i < parts.Length; i++) 1863 for (int i = 0; i < parts.Length; i++)
1233 { 1864 {
@@ -1251,6 +1882,7 @@ namespace OpenSim.Region.Framework.Scenes
1251 } 1882 }
1252 }); 1883 });
1253 } 1884 }
1885
1254 } 1886 }
1255 1887
1256 public void AddScriptLPS(int count) 1888 public void AddScriptLPS(int count)
@@ -1320,28 +1952,43 @@ namespace OpenSim.Region.Framework.Scenes
1320 /// </summary> 1952 /// </summary>
1321 public void ApplyPhysics() 1953 public void ApplyPhysics()
1322 { 1954 {
1323 // Apply physics to the root prim
1324 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1325
1326 // Apply physics to child prims
1327 SceneObjectPart[] parts = m_parts.GetArray(); 1955 SceneObjectPart[] parts = m_parts.GetArray();
1328 if (parts.Length > 1) 1956 if (parts.Length > 1)
1329 { 1957 {
1958 ResetChildPrimPhysicsPositions();
1959
1960 // Apply physics to the root prim
1961 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1962
1963
1330 for (int i = 0; i < parts.Length; i++) 1964 for (int i = 0; i < parts.Length; i++)
1331 { 1965 {
1332 SceneObjectPart part = parts[i]; 1966 SceneObjectPart part = parts[i];
1333 if (part.LocalId != m_rootPart.LocalId) 1967 if (part.LocalId != m_rootPart.LocalId)
1334 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1968 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1335 } 1969 }
1336
1337 // Hack to get the physics scene geometries in the right spot 1970 // Hack to get the physics scene geometries in the right spot
1338 ResetChildPrimPhysicsPositions(); 1971// ResetChildPrimPhysicsPositions();
1972 if (m_rootPart.PhysActor != null)
1973 {
1974 m_rootPart.PhysActor.Building = false;
1975 }
1976 }
1977 else
1978 {
1979 // Apply physics to the root prim
1980 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1339 } 1981 }
1340 } 1982 }
1341 1983
1342 public void SetOwnerId(UUID userId) 1984 public void SetOwnerId(UUID userId)
1343 { 1985 {
1344 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1986 ForEachPart(delegate(SceneObjectPart part)
1987 {
1988
1989 part.OwnerID = userId;
1990
1991 });
1345 } 1992 }
1346 1993
1347 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1994 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1373,11 +2020,17 @@ namespace OpenSim.Region.Framework.Scenes
1373 return; 2020 return;
1374 } 2021 }
1375 2022
2023 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
2024 return;
2025
1376 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 2026 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1377 // any exception propogate upwards. 2027 // any exception propogate upwards.
1378 try 2028 try
1379 { 2029 {
1380 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 2030 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
2031 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
2032 m_scene.LoadingPrims) // Land may not be valid yet
2033
1381 { 2034 {
1382 ILandObject parcel = m_scene.LandChannel.GetLandObject( 2035 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1383 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 2036 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1404,6 +2057,7 @@ namespace OpenSim.Region.Framework.Scenes
1404 } 2057 }
1405 } 2058 }
1406 } 2059 }
2060
1407 } 2061 }
1408 2062
1409 if (m_scene.UseBackup && HasGroupChanged) 2063 if (m_scene.UseBackup && HasGroupChanged)
@@ -1411,10 +2065,30 @@ namespace OpenSim.Region.Framework.Scenes
1411 // don't backup while it's selected or you're asking for changes mid stream. 2065 // don't backup while it's selected or you're asking for changes mid stream.
1412 if (isTimeToPersist() || forcedBackup) 2066 if (isTimeToPersist() || forcedBackup)
1413 { 2067 {
2068 if (m_rootPart.PhysActor != null &&
2069 (!m_rootPart.PhysActor.IsPhysical))
2070 {
2071 // Possible ghost prim
2072 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2073 {
2074 foreach (SceneObjectPart part in m_parts.GetArray())
2075 {
2076 // Re-set physics actor positions and
2077 // orientations
2078 part.GroupPosition = m_rootPart.GroupPosition;
2079 }
2080 }
2081 }
1414// m_log.DebugFormat( 2082// m_log.DebugFormat(
1415// "[SCENE]: Storing {0}, {1} in {2}", 2083// "[SCENE]: Storing {0}, {1} in {2}",
1416// Name, UUID, m_scene.RegionInfo.RegionName); 2084// Name, UUID, m_scene.RegionInfo.RegionName);
1417 2085
2086 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2087 {
2088 RootPart.Shape.State = 0;
2089 ScheduleGroupForFullUpdate();
2090 }
2091
1418 SceneObjectGroup backup_group = Copy(false); 2092 SceneObjectGroup backup_group = Copy(false);
1419 backup_group.RootPart.Velocity = RootPart.Velocity; 2093 backup_group.RootPart.Velocity = RootPart.Velocity;
1420 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2094 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1424,6 +2098,16 @@ namespace OpenSim.Region.Framework.Scenes
1424 HasGroupChangedDueToDelink = false; 2098 HasGroupChangedDueToDelink = false;
1425 2099
1426 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2100 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2101/*
2102 backup_group.ForEachPart(delegate(SceneObjectPart part)
2103 {
2104 if (part.KeyframeMotion != null)
2105 {
2106 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2107// part.KeyframeMotion.UpdateSceneObject(this);
2108 }
2109 });
2110*/
1427 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2111 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1428 2112
1429 backup_group.ForEachPart(delegate(SceneObjectPart part) 2113 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1480,10 +2164,14 @@ namespace OpenSim.Region.Framework.Scenes
1480 /// <returns></returns> 2164 /// <returns></returns>
1481 public SceneObjectGroup Copy(bool userExposed) 2165 public SceneObjectGroup Copy(bool userExposed)
1482 { 2166 {
2167 m_dupeInProgress = true;
1483 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2168 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1484 dupe.m_isBackedUp = false; 2169 dupe.m_isBackedUp = false;
1485 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2170 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1486 2171
2172 // new group as no sitting avatars
2173 dupe.m_linkedAvatars = new List<ScenePresence>();
2174
1487 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2175 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1488 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2176 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1489 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2177 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1494,7 +2182,7 @@ namespace OpenSim.Region.Framework.Scenes
1494 // This is only necessary when userExposed is false! 2182 // This is only necessary when userExposed is false!
1495 2183
1496 bool previousAttachmentStatus = dupe.IsAttachment; 2184 bool previousAttachmentStatus = dupe.IsAttachment;
1497 2185
1498 if (!userExposed) 2186 if (!userExposed)
1499 dupe.IsAttachment = true; 2187 dupe.IsAttachment = true;
1500 2188
@@ -1507,16 +2195,17 @@ namespace OpenSim.Region.Framework.Scenes
1507 2195
1508 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2196 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1509 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2197 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2198
1510 2199
1511 if (userExposed) 2200 if (userExposed)
1512 dupe.m_rootPart.TrimPermissions(); 2201 dupe.m_rootPart.TrimPermissions();
1513 2202
1514 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2203 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1515 2204
1516 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2205 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1517 { 2206 {
1518 return p1.LinkNum.CompareTo(p2.LinkNum); 2207 return p1.LinkNum.CompareTo(p2.LinkNum);
1519 } 2208 }
1520 ); 2209 );
1521 2210
1522 foreach (SceneObjectPart part in partList) 2211 foreach (SceneObjectPart part in partList)
@@ -1526,41 +2215,56 @@ namespace OpenSim.Region.Framework.Scenes
1526 { 2215 {
1527 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2216 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1528 newPart.LinkNum = part.LinkNum; 2217 newPart.LinkNum = part.LinkNum;
1529 } 2218 if (userExposed)
2219 newPart.ParentID = dupe.m_rootPart.LocalId;
2220 }
1530 else 2221 else
1531 { 2222 {
1532 newPart = dupe.m_rootPart; 2223 newPart = dupe.m_rootPart;
1533 } 2224 }
2225/*
2226 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2227 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1534 2228
1535 // Need to duplicate the physics actor as well 2229 // Need to duplicate the physics actor as well
1536 PhysicsActor originalPartPa = part.PhysActor; 2230 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1537 if (originalPartPa != null && userExposed)
1538 { 2231 {
1539 PrimitiveBaseShape pbs = newPart.Shape; 2232 PrimitiveBaseShape pbs = newPart.Shape;
1540
1541 newPart.PhysActor 2233 newPart.PhysActor
1542 = m_scene.PhysicsScene.AddPrimShape( 2234 = m_scene.PhysicsScene.AddPrimShape(
1543 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2235 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1544 pbs, 2236 pbs,
1545 newPart.AbsolutePosition, 2237 newPart.AbsolutePosition,
1546 newPart.Scale, 2238 newPart.Scale,
1547 newPart.RotationOffset, 2239 newPart.GetWorldRotation(),
1548 originalPartPa.IsPhysical, 2240 isphys,
2241 isphan,
1549 newPart.LocalId); 2242 newPart.LocalId);
1550 2243
1551 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2244 newPart.DoPhysicsPropertyUpdate(isphys, true);
1552 } 2245 */
2246 if (userExposed)
2247 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2248// }
2249 // copy keyframemotion
2250 if (part.KeyframeMotion != null)
2251 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
1553 } 2252 }
1554 2253
1555 if (userExposed) 2254 if (userExposed)
1556 { 2255 {
1557 dupe.UpdateParentIDs(); 2256// done above dupe.UpdateParentIDs();
2257
2258 if (dupe.m_rootPart.PhysActor != null)
2259 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2260
1558 dupe.HasGroupChanged = true; 2261 dupe.HasGroupChanged = true;
1559 dupe.AttachToBackup(); 2262 dupe.AttachToBackup();
1560 2263
1561 ScheduleGroupForFullUpdate(); 2264 ScheduleGroupForFullUpdate();
1562 } 2265 }
1563 2266
2267 m_dupeInProgress = false;
1564 return dupe; 2268 return dupe;
1565 } 2269 }
1566 2270
@@ -1572,11 +2276,24 @@ namespace OpenSim.Region.Framework.Scenes
1572 /// <param name="cGroupID"></param> 2276 /// <param name="cGroupID"></param>
1573 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2277 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1574 { 2278 {
1575 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2279 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2280 // give newpart a new local ID lettng old part keep same
2281 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2282 newpart.LocalId = m_scene.AllocateLocalId();
2283
2284 SetRootPart(newpart);
2285 if (userExposed)
2286 RootPart.Velocity = Vector3.Zero; // In case source is moving
1576 } 2287 }
1577 2288
1578 public void ScriptSetPhysicsStatus(bool usePhysics) 2289 public void ScriptSetPhysicsStatus(bool usePhysics)
1579 { 2290 {
2291 if (usePhysics)
2292 {
2293 if (RootPart.KeyframeMotion != null)
2294 RootPart.KeyframeMotion.Stop();
2295 RootPart.KeyframeMotion = null;
2296 }
1580 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2297 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1581 } 2298 }
1582 2299
@@ -1624,27 +2341,14 @@ namespace OpenSim.Region.Framework.Scenes
1624 2341
1625 if (pa != null) 2342 if (pa != null)
1626 { 2343 {
1627 pa.AddForce(impulse, true); 2344 // false to be applied as a impulse
1628 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2345 pa.AddForce(impulse, false);
1629 }
1630 }
1631 }
1632
1633 public void applyAngularImpulse(Vector3 impulse)
1634 {
1635 PhysicsActor pa = RootPart.PhysActor;
1636
1637 if (pa != null)
1638 {
1639 if (!IsAttachment)
1640 {
1641 pa.AddAngularForce(impulse, true);
1642 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2346 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1643 } 2347 }
1644 } 2348 }
1645 } 2349 }
1646 2350
1647 public void setAngularImpulse(Vector3 impulse) 2351 public void ApplyAngularImpulse(Vector3 impulse)
1648 { 2352 {
1649 PhysicsActor pa = RootPart.PhysActor; 2353 PhysicsActor pa = RootPart.PhysActor;
1650 2354
@@ -1652,7 +2356,8 @@ namespace OpenSim.Region.Framework.Scenes
1652 { 2356 {
1653 if (!IsAttachment) 2357 if (!IsAttachment)
1654 { 2358 {
1655 pa.Torque = impulse; 2359 // false to be applied as a impulse
2360 pa.AddAngularForce(impulse, false);
1656 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2361 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1657 } 2362 }
1658 } 2363 }
@@ -1660,20 +2365,10 @@ namespace OpenSim.Region.Framework.Scenes
1660 2365
1661 public Vector3 GetTorque() 2366 public Vector3 GetTorque()
1662 { 2367 {
1663 PhysicsActor pa = RootPart.PhysActor; 2368 return RootPart.Torque;
1664
1665 if (pa != null)
1666 {
1667 if (!IsAttachment)
1668 {
1669 Vector3 torque = pa.Torque;
1670 return torque;
1671 }
1672 }
1673
1674 return Vector3.Zero;
1675 } 2369 }
1676 2370
2371 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1677 public void moveToTarget(Vector3 target, float tau) 2372 public void moveToTarget(Vector3 target, float tau)
1678 { 2373 {
1679 if (IsAttachment) 2374 if (IsAttachment)
@@ -1705,6 +2400,46 @@ namespace OpenSim.Region.Framework.Scenes
1705 pa.PIDActive = false; 2400 pa.PIDActive = false;
1706 } 2401 }
1707 2402
2403 public void rotLookAt(Quaternion target, float strength, float damping)
2404 {
2405 SceneObjectPart rootpart = m_rootPart;
2406 if (rootpart != null)
2407 {
2408 if (IsAttachment)
2409 {
2410 /*
2411 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2412 if (avatar != null)
2413 {
2414 Rotate the Av?
2415 } */
2416 }
2417 else
2418 {
2419 if (rootpart.PhysActor != null)
2420 { // APID must be implemented in your physics system for this to function.
2421 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2422 rootpart.PhysActor.APIDStrength = strength;
2423 rootpart.PhysActor.APIDDamping = damping;
2424 rootpart.PhysActor.APIDActive = true;
2425 }
2426 }
2427 }
2428 }
2429
2430 public void stopLookAt()
2431 {
2432 SceneObjectPart rootpart = m_rootPart;
2433 if (rootpart != null)
2434 {
2435 if (rootpart.PhysActor != null)
2436 { // APID must be implemented in your physics system for this to function.
2437 rootpart.PhysActor.APIDActive = false;
2438 }
2439 }
2440
2441 }
2442
1708 /// <summary> 2443 /// <summary>
1709 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2444 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1710 /// </summary> 2445 /// </summary>
@@ -1721,7 +2456,7 @@ namespace OpenSim.Region.Framework.Scenes
1721 { 2456 {
1722 pa.PIDHoverHeight = height; 2457 pa.PIDHoverHeight = height;
1723 pa.PIDHoverType = hoverType; 2458 pa.PIDHoverType = hoverType;
1724 pa.PIDTau = tau; 2459 pa.PIDHoverTau = tau;
1725 pa.PIDHoverActive = true; 2460 pa.PIDHoverActive = true;
1726 } 2461 }
1727 else 2462 else
@@ -1761,7 +2496,12 @@ namespace OpenSim.Region.Framework.Scenes
1761 /// <param name="cGroupID"></param> 2496 /// <param name="cGroupID"></param>
1762 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2497 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1763 { 2498 {
1764 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2499 // give new ID to the new part, letting old keep original
2500 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2501 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2502 newPart.LocalId = m_scene.AllocateLocalId();
2503 newPart.SetParent(this);
2504
1765 AddPart(newPart); 2505 AddPart(newPart);
1766 2506
1767 SetPartAsNonRoot(newPart); 2507 SetPartAsNonRoot(newPart);
@@ -1811,6 +2551,7 @@ namespace OpenSim.Region.Framework.Scenes
1811 2551
1812 #endregion 2552 #endregion
1813 2553
2554
1814 public override void Update() 2555 public override void Update()
1815 { 2556 {
1816 // Check that the group was not deleted before the scheduled update 2557 // Check that the group was not deleted before the scheduled update
@@ -1829,19 +2570,8 @@ namespace OpenSim.Region.Framework.Scenes
1829 // check to see if the physical position or rotation warrant an update. 2570 // check to see if the physical position or rotation warrant an update.
1830 if (m_rootPart.UpdateFlag == UpdateRequired.NONE) 2571 if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
1831 { 2572 {
1832 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2573 // rootpart SendScheduledUpdates will check if a update is needed
1833 2574 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1834 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
1835 {
1836 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1837 lastPhysGroupPos = AbsolutePosition;
1838 }
1839
1840 if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
1841 {
1842 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1843 lastPhysGroupRot = GroupRotation;
1844 }
1845 } 2575 }
1846 2576
1847 SceneObjectPart[] parts = m_parts.GetArray(); 2577 SceneObjectPart[] parts = m_parts.GetArray();
@@ -1900,11 +2630,11 @@ namespace OpenSim.Region.Framework.Scenes
1900 /// Immediately send a full update for this scene object. 2630 /// Immediately send a full update for this scene object.
1901 /// </summary> 2631 /// </summary>
1902 public void SendGroupFullUpdate() 2632 public void SendGroupFullUpdate()
1903 { 2633 {
1904 if (IsDeleted) 2634 if (IsDeleted)
1905 return; 2635 return;
1906 2636
1907// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2637// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1908 2638
1909 RootPart.SendFullUpdateToAllClients(); 2639 RootPart.SendFullUpdateToAllClients();
1910 2640
@@ -2060,6 +2790,11 @@ namespace OpenSim.Region.Framework.Scenes
2060 // 'linkPart' == the root of the group being linked into this group 2790 // 'linkPart' == the root of the group being linked into this group
2061 SceneObjectPart linkPart = objectGroup.m_rootPart; 2791 SceneObjectPart linkPart = objectGroup.m_rootPart;
2062 2792
2793 if (m_rootPart.PhysActor != null)
2794 m_rootPart.PhysActor.Building = true;
2795 if (linkPart.PhysActor != null)
2796 linkPart.PhysActor.Building = true;
2797
2063 // physics flags from group to be applied to linked parts 2798 // physics flags from group to be applied to linked parts
2064 bool grpusephys = UsesPhysics; 2799 bool grpusephys = UsesPhysics;
2065 bool grptemporary = IsTemporary; 2800 bool grptemporary = IsTemporary;
@@ -2085,12 +2820,12 @@ namespace OpenSim.Region.Framework.Scenes
2085 Vector3 axPos = linkPart.OffsetPosition; 2820 Vector3 axPos = linkPart.OffsetPosition;
2086 // Rotate the linking root SOP's position to be relative to the new root prim 2821 // Rotate the linking root SOP's position to be relative to the new root prim
2087 Quaternion parentRot = m_rootPart.RotationOffset; 2822 Quaternion parentRot = m_rootPart.RotationOffset;
2088 axPos *= Quaternion.Inverse(parentRot); 2823 axPos *= Quaternion.Conjugate(parentRot);
2089 linkPart.OffsetPosition = axPos; 2824 linkPart.OffsetPosition = axPos;
2090 2825
2091 // Make the linking root SOP's rotation relative to the new root prim 2826 // Make the linking root SOP's rotation relative to the new root prim
2092 Quaternion oldRot = linkPart.RotationOffset; 2827 Quaternion oldRot = linkPart.RotationOffset;
2093 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2828 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2094 linkPart.RotationOffset = newRot; 2829 linkPart.RotationOffset = newRot;
2095 2830
2096 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2831 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2124,7 +2859,7 @@ namespace OpenSim.Region.Framework.Scenes
2124 linkPart.CreateSelected = true; 2859 linkPart.CreateSelected = true;
2125 2860
2126 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2861 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2127 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2862 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2128 2863
2129 // If the added SOP is physical, also tell the physics engine about the link relationship. 2864 // If the added SOP is physical, also tell the physics engine about the link relationship.
2130 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2865 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2134,6 +2869,7 @@ namespace OpenSim.Region.Framework.Scenes
2134 } 2869 }
2135 2870
2136 linkPart.LinkNum = linkNum++; 2871 linkPart.LinkNum = linkNum++;
2872 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2137 2873
2138 // Get a list of the SOP's in the old group in order of their linknum's. 2874 // Get a list of the SOP's in the old group in order of their linknum's.
2139 SceneObjectPart[] ogParts = objectGroup.Parts; 2875 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2152,7 +2888,7 @@ namespace OpenSim.Region.Framework.Scenes
2152 2888
2153 // Update the physics flags for the newly added SOP 2889 // Update the physics flags for the newly added SOP
2154 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2890 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2155 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2891 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2156 2892
2157 // If the added SOP is physical, also tell the physics engine about the link relationship. 2893 // If the added SOP is physical, also tell the physics engine about the link relationship.
2158 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2894 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2170,7 +2906,7 @@ namespace OpenSim.Region.Framework.Scenes
2170 objectGroup.IsDeleted = true; 2906 objectGroup.IsDeleted = true;
2171 2907
2172 objectGroup.m_parts.Clear(); 2908 objectGroup.m_parts.Clear();
2173 2909
2174 // Can't do this yet since backup still makes use of the root part without any synchronization 2910 // Can't do this yet since backup still makes use of the root part without any synchronization
2175// objectGroup.m_rootPart = null; 2911// objectGroup.m_rootPart = null;
2176 2912
@@ -2184,6 +2920,9 @@ namespace OpenSim.Region.Framework.Scenes
2184 // unmoved prims! 2920 // unmoved prims!
2185 ResetChildPrimPhysicsPositions(); 2921 ResetChildPrimPhysicsPositions();
2186 2922
2923 if (m_rootPart.PhysActor != null)
2924 m_rootPart.PhysActor.Building = false;
2925
2187 //HasGroupChanged = true; 2926 //HasGroupChanged = true;
2188 //ScheduleGroupForFullUpdate(); 2927 //ScheduleGroupForFullUpdate();
2189 } 2928 }
@@ -2251,7 +2990,10 @@ namespace OpenSim.Region.Framework.Scenes
2251// m_log.DebugFormat( 2990// m_log.DebugFormat(
2252// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2991// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2253// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2992// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2254 2993
2994 if (m_rootPart.PhysActor != null)
2995 m_rootPart.PhysActor.Building = true;
2996
2255 linkPart.ClearUndoState(); 2997 linkPart.ClearUndoState();
2256 2998
2257 Vector3 worldPos = linkPart.GetWorldPosition(); 2999 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2322,6 +3064,14 @@ namespace OpenSim.Region.Framework.Scenes
2322 3064
2323 // When we delete a group, we currently have to force persist to the database if the object id has changed 3065 // When we delete a group, we currently have to force persist to the database if the object id has changed
2324 // (since delete works by deleting all rows which have a given object id) 3066 // (since delete works by deleting all rows which have a given object id)
3067
3068 // this is as it seems to be in sl now
3069 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3070 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3071
3072 if (m_rootPart.PhysActor != null)
3073 m_rootPart.PhysActor.Building = false;
3074
2325 objectGroup.HasGroupChangedDueToDelink = true; 3075 objectGroup.HasGroupChangedDueToDelink = true;
2326 3076
2327 return objectGroup; 3077 return objectGroup;
@@ -2333,6 +3083,8 @@ namespace OpenSim.Region.Framework.Scenes
2333 /// <param name="objectGroup"></param> 3083 /// <param name="objectGroup"></param>
2334 public virtual void DetachFromBackup() 3084 public virtual void DetachFromBackup()
2335 { 3085 {
3086 if (m_scene != null)
3087 m_scene.SceneGraph.FireDetachFromBackup(this);
2336 if (m_isBackedUp && Scene != null) 3088 if (m_isBackedUp && Scene != null)
2337 m_scene.EventManager.OnBackup -= ProcessBackup; 3089 m_scene.EventManager.OnBackup -= ProcessBackup;
2338 3090
@@ -2353,7 +3105,8 @@ namespace OpenSim.Region.Framework.Scenes
2353 Vector3 axPos = part.OffsetPosition; 3105 Vector3 axPos = part.OffsetPosition;
2354 axPos *= parentRot; 3106 axPos *= parentRot;
2355 part.OffsetPosition = axPos; 3107 part.OffsetPosition = axPos;
2356 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3108 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3109 part.GroupPosition = newPos;
2357 part.OffsetPosition = Vector3.Zero; 3110 part.OffsetPosition = Vector3.Zero;
2358 3111
2359 // Compution our rotation to be not relative to the old parent 3112 // Compution our rotation to be not relative to the old parent
@@ -2368,7 +3121,7 @@ namespace OpenSim.Region.Framework.Scenes
2368 part.LinkNum = linkNum; 3121 part.LinkNum = linkNum;
2369 3122
2370 // Compute the new position of this SOP relative to the group position 3123 // Compute the new position of this SOP relative to the group position
2371 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3124 part.OffsetPosition = newPos - AbsolutePosition;
2372 3125
2373 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3126 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2374 // It would have the affect of setting the physics engine position multiple 3127 // It would have the affect of setting the physics engine position multiple
@@ -2378,18 +3131,19 @@ namespace OpenSim.Region.Framework.Scenes
2378 // Rotate the relative position by the rotation of the group 3131 // Rotate the relative position by the rotation of the group
2379 Quaternion rootRotation = m_rootPart.RotationOffset; 3132 Quaternion rootRotation = m_rootPart.RotationOffset;
2380 Vector3 pos = part.OffsetPosition; 3133 Vector3 pos = part.OffsetPosition;
2381 pos *= Quaternion.Inverse(rootRotation); 3134 pos *= Quaternion.Conjugate(rootRotation);
2382 part.OffsetPosition = pos; 3135 part.OffsetPosition = pos;
2383 3136
2384 // Compute the SOP's rotation relative to the rotation of the group. 3137 // Compute the SOP's rotation relative to the rotation of the group.
2385 parentRot = m_rootPart.RotationOffset; 3138 parentRot = m_rootPart.RotationOffset;
2386 oldRot = part.RotationOffset; 3139 oldRot = part.RotationOffset;
2387 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3140 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2388 part.RotationOffset = newRot; 3141 part.RotationOffset = newRot;
2389 3142
2390 // Since this SOP's state has changed, push those changes into the physics engine 3143 // Since this SOP's state has changed, push those changes into the physics engine
2391 // and the simulator. 3144 // and the simulator.
2392 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3145 // done on caller
3146// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2393 } 3147 }
2394 3148
2395 /// <summary> 3149 /// <summary>
@@ -2411,10 +3165,14 @@ namespace OpenSim.Region.Framework.Scenes
2411 { 3165 {
2412 if (!m_rootPart.BlockGrab) 3166 if (!m_rootPart.BlockGrab)
2413 { 3167 {
2414 Vector3 llmoveforce = pos - AbsolutePosition; 3168/* Vector3 llmoveforce = pos - AbsolutePosition;
2415 Vector3 grabforce = llmoveforce; 3169 Vector3 grabforce = llmoveforce;
2416 grabforce = (grabforce / 10) * pa.Mass; 3170 grabforce = (grabforce / 10) * pa.Mass;
2417 pa.AddForce(grabforce, true); 3171 */
3172 // empirically convert distance diference to a impulse
3173 Vector3 grabforce = pos - AbsolutePosition;
3174 grabforce = grabforce * (pa.Mass/ 10.0f);
3175 pa.AddForce(grabforce, false);
2418 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3176 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2419 } 3177 }
2420 } 3178 }
@@ -2610,6 +3368,8 @@ namespace OpenSim.Region.Framework.Scenes
2610 /// <param name="SetVolumeDetect"></param> 3368 /// <param name="SetVolumeDetect"></param>
2611 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) 3369 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2612 { 3370 {
3371 HasGroupChanged = true;
3372
2613 SceneObjectPart selectionPart = GetPart(localID); 3373 SceneObjectPart selectionPart = GetPart(localID);
2614 3374
2615 if (SetTemporary && Scene != null) 3375 if (SetTemporary && Scene != null)
@@ -2640,8 +3400,22 @@ namespace OpenSim.Region.Framework.Scenes
2640 } 3400 }
2641 } 3401 }
2642 3402
2643 for (int i = 0; i < parts.Length; i++) 3403 if (parts.Length > 1)
2644 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3404 {
3405 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3406
3407 for (int i = 0; i < parts.Length; i++)
3408 {
3409
3410 if (parts[i].UUID != m_rootPart.UUID)
3411 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3412 }
3413
3414 if (m_rootPart.PhysActor != null)
3415 m_rootPart.PhysActor.Building = false;
3416 }
3417 else
3418 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2645 } 3419 }
2646 } 3420 }
2647 3421
@@ -2654,6 +3428,17 @@ namespace OpenSim.Region.Framework.Scenes
2654 } 3428 }
2655 } 3429 }
2656 3430
3431
3432
3433 /// <summary>
3434 /// Gets the number of parts
3435 /// </summary>
3436 /// <returns></returns>
3437 public int GetPartCount()
3438 {
3439 return Parts.Count();
3440 }
3441
2657 /// <summary> 3442 /// <summary>
2658 /// Update the texture entry for this part 3443 /// Update the texture entry for this part
2659 /// </summary> 3444 /// </summary>
@@ -2670,11 +3455,20 @@ namespace OpenSim.Region.Framework.Scenes
2670 3455
2671 public void AdjustChildPrimPermissions() 3456 public void AdjustChildPrimPermissions()
2672 { 3457 {
3458 uint newOwnerMask = (uint)PermissionMask.All & 0xfffffff8; // Mask folded bits
3459 uint foldedPerms = RootPart.OwnerMask & 3;
3460
2673 ForEachPart(part => 3461 ForEachPart(part =>
2674 { 3462 {
3463 newOwnerMask &= part.BaseMask;
2675 if (part != RootPart) 3464 if (part != RootPart)
2676 part.ClonePermissions(RootPart); 3465 part.ClonePermissions(RootPart);
2677 }); 3466 });
3467
3468 uint lockMask = ~(uint)PermissionMask.Move;
3469 uint lockBit = RootPart.OwnerMask & (uint)PermissionMask.Move;
3470 RootPart.OwnerMask = (RootPart.OwnerMask & lockBit) | ((newOwnerMask | foldedPerms) & lockMask);
3471 RootPart.ScheduleFullUpdate();
2678 } 3472 }
2679 3473
2680 public void UpdatePermissions(UUID AgentID, byte field, uint localID, 3474 public void UpdatePermissions(UUID AgentID, byte field, uint localID,
@@ -2682,8 +3476,24 @@ namespace OpenSim.Region.Framework.Scenes
2682 { 3476 {
2683 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); 3477 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2684 3478
3479 bool god = Scene.Permissions.IsGod(AgentID);
3480
3481 if (field == 1 && god)
3482 {
3483 ForEachPart(part =>
3484 {
3485 part.BaseMask = RootPart.BaseMask;
3486 });
3487 }
3488
2685 AdjustChildPrimPermissions(); 3489 AdjustChildPrimPermissions();
2686 3490
3491 if (field == 1 && god) // Base mask was set. Update all child part inventories
3492 {
3493 foreach (SceneObjectPart part in Parts)
3494 part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
3495 }
3496
2687 HasGroupChanged = true; 3497 HasGroupChanged = true;
2688 3498
2689 // Send the group's properties to all clients once all parts are updated 3499 // Send the group's properties to all clients once all parts are updated
@@ -2729,8 +3539,6 @@ namespace OpenSim.Region.Framework.Scenes
2729 3539
2730 PhysicsActor pa = m_rootPart.PhysActor; 3540 PhysicsActor pa = m_rootPart.PhysActor;
2731 3541
2732 RootPart.StoreUndoState(true);
2733
2734 if (Scene != null) 3542 if (Scene != null)
2735 { 3543 {
2736 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3544 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
@@ -2758,7 +3566,6 @@ namespace OpenSim.Region.Framework.Scenes
2758 SceneObjectPart obPart = parts[i]; 3566 SceneObjectPart obPart = parts[i];
2759 if (obPart.UUID != m_rootPart.UUID) 3567 if (obPart.UUID != m_rootPart.UUID)
2760 { 3568 {
2761// obPart.IgnoreUndoUpdate = true;
2762 Vector3 oldSize = new Vector3(obPart.Scale); 3569 Vector3 oldSize = new Vector3(obPart.Scale);
2763 3570
2764 float f = 1.0f; 3571 float f = 1.0f;
@@ -2870,8 +3677,6 @@ namespace OpenSim.Region.Framework.Scenes
2870 z *= a; 3677 z *= a;
2871 } 3678 }
2872 } 3679 }
2873
2874// obPart.IgnoreUndoUpdate = false;
2875 } 3680 }
2876 } 3681 }
2877 } 3682 }
@@ -2881,9 +3686,7 @@ namespace OpenSim.Region.Framework.Scenes
2881 prevScale.Y *= y; 3686 prevScale.Y *= y;
2882 prevScale.Z *= z; 3687 prevScale.Z *= z;
2883 3688
2884// RootPart.IgnoreUndoUpdate = true;
2885 RootPart.Resize(prevScale); 3689 RootPart.Resize(prevScale);
2886// RootPart.IgnoreUndoUpdate = false;
2887 3690
2888 for (int i = 0; i < parts.Length; i++) 3691 for (int i = 0; i < parts.Length; i++)
2889 { 3692 {
@@ -2891,8 +3694,6 @@ namespace OpenSim.Region.Framework.Scenes
2891 3694
2892 if (obPart.UUID != m_rootPart.UUID) 3695 if (obPart.UUID != m_rootPart.UUID)
2893 { 3696 {
2894 obPart.IgnoreUndoUpdate = true;
2895
2896 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3697 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2897 currentpos.X *= x; 3698 currentpos.X *= x;
2898 currentpos.Y *= y; 3699 currentpos.Y *= y;
@@ -2905,16 +3706,12 @@ namespace OpenSim.Region.Framework.Scenes
2905 3706
2906 obPart.Resize(newSize); 3707 obPart.Resize(newSize);
2907 obPart.UpdateOffSet(currentpos); 3708 obPart.UpdateOffSet(currentpos);
2908
2909 obPart.IgnoreUndoUpdate = false;
2910 } 3709 }
2911 3710
2912// obPart.IgnoreUndoUpdate = false; 3711 HasGroupChanged = true;
2913// obPart.StoreUndoState(); 3712 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3713 ScheduleGroupForTerseUpdate();
2914 } 3714 }
2915
2916// m_log.DebugFormat(
2917// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2918 } 3715 }
2919 3716
2920 #endregion 3717 #endregion
@@ -2927,14 +3724,6 @@ namespace OpenSim.Region.Framework.Scenes
2927 /// <param name="pos"></param> 3724 /// <param name="pos"></param>
2928 public void UpdateGroupPosition(Vector3 pos) 3725 public void UpdateGroupPosition(Vector3 pos)
2929 { 3726 {
2930// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2931
2932 RootPart.StoreUndoState(true);
2933
2934// SceneObjectPart[] parts = m_parts.GetArray();
2935// for (int i = 0; i < parts.Length; i++)
2936// parts[i].StoreUndoState();
2937
2938 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3727 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2939 { 3728 {
2940 if (IsAttachment) 3729 if (IsAttachment)
@@ -2967,21 +3756,17 @@ namespace OpenSim.Region.Framework.Scenes
2967 /// </summary> 3756 /// </summary>
2968 /// <param name="pos"></param> 3757 /// <param name="pos"></param>
2969 /// <param name="localID"></param> 3758 /// <param name="localID"></param>
3759 ///
3760
2970 public void UpdateSinglePosition(Vector3 pos, uint localID) 3761 public void UpdateSinglePosition(Vector3 pos, uint localID)
2971 { 3762 {
2972 SceneObjectPart part = GetPart(localID); 3763 SceneObjectPart part = GetPart(localID);
2973 3764
2974// SceneObjectPart[] parts = m_parts.GetArray();
2975// for (int i = 0; i < parts.Length; i++)
2976// parts[i].StoreUndoState();
2977
2978 if (part != null) 3765 if (part != null)
2979 { 3766 {
2980// m_log.DebugFormat( 3767// unlock parts position change
2981// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3768 if (m_rootPart.PhysActor != null)
2982 3769 m_rootPart.PhysActor.Building = true;
2983 part.StoreUndoState(false);
2984 part.IgnoreUndoUpdate = true;
2985 3770
2986 if (part.UUID == m_rootPart.UUID) 3771 if (part.UUID == m_rootPart.UUID)
2987 { 3772 {
@@ -2992,8 +3777,10 @@ namespace OpenSim.Region.Framework.Scenes
2992 part.UpdateOffSet(pos); 3777 part.UpdateOffSet(pos);
2993 } 3778 }
2994 3779
3780 if (m_rootPart.PhysActor != null)
3781 m_rootPart.PhysActor.Building = false;
3782
2995 HasGroupChanged = true; 3783 HasGroupChanged = true;
2996 part.IgnoreUndoUpdate = false;
2997 } 3784 }
2998 } 3785 }
2999 3786
@@ -3003,13 +3790,7 @@ namespace OpenSim.Region.Framework.Scenes
3003 /// <param name="pos"></param> 3790 /// <param name="pos"></param>
3004 public void UpdateRootPosition(Vector3 pos) 3791 public void UpdateRootPosition(Vector3 pos)
3005 { 3792 {
3006// m_log.DebugFormat( 3793 // needs to be called with phys building true
3007// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
3008
3009// SceneObjectPart[] parts = m_parts.GetArray();
3010// for (int i = 0; i < parts.Length; i++)
3011// parts[i].StoreUndoState();
3012
3013 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3794 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3014 Vector3 oldPos = 3795 Vector3 oldPos =
3015 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3796 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -3032,7 +3813,14 @@ namespace OpenSim.Region.Framework.Scenes
3032 AbsolutePosition = newPos; 3813 AbsolutePosition = newPos;
3033 3814
3034 HasGroupChanged = true; 3815 HasGroupChanged = true;
3035 ScheduleGroupForTerseUpdate(); 3816 if (m_rootPart.Undoing)
3817 {
3818 ScheduleGroupForFullUpdate();
3819 }
3820 else
3821 {
3822 ScheduleGroupForTerseUpdate();
3823 }
3036 } 3824 }
3037 3825
3038 #endregion 3826 #endregion
@@ -3045,24 +3833,16 @@ namespace OpenSim.Region.Framework.Scenes
3045 /// <param name="rot"></param> 3833 /// <param name="rot"></param>
3046 public void UpdateGroupRotationR(Quaternion rot) 3834 public void UpdateGroupRotationR(Quaternion rot)
3047 { 3835 {
3048// m_log.DebugFormat(
3049// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
3050
3051// SceneObjectPart[] parts = m_parts.GetArray();
3052// for (int i = 0; i < parts.Length; i++)
3053// parts[i].StoreUndoState();
3054
3055 m_rootPart.StoreUndoState(true);
3056
3057 m_rootPart.UpdateRotation(rot); 3836 m_rootPart.UpdateRotation(rot);
3058 3837
3838/* this is done by rootpart RotationOffset set called by UpdateRotation
3059 PhysicsActor actor = m_rootPart.PhysActor; 3839 PhysicsActor actor = m_rootPart.PhysActor;
3060 if (actor != null) 3840 if (actor != null)
3061 { 3841 {
3062 actor.Orientation = m_rootPart.RotationOffset; 3842 actor.Orientation = m_rootPart.RotationOffset;
3063 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3843 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
3064 } 3844 }
3065 3845*/
3066 HasGroupChanged = true; 3846 HasGroupChanged = true;
3067 ScheduleGroupForTerseUpdate(); 3847 ScheduleGroupForTerseUpdate();
3068 } 3848 }
@@ -3074,16 +3854,6 @@ namespace OpenSim.Region.Framework.Scenes
3074 /// <param name="rot"></param> 3854 /// <param name="rot"></param>
3075 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3855 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3076 { 3856 {
3077// m_log.DebugFormat(
3078// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
3079
3080// SceneObjectPart[] parts = m_parts.GetArray();
3081// for (int i = 0; i < parts.Length; i++)
3082// parts[i].StoreUndoState();
3083
3084 RootPart.StoreUndoState(true);
3085 RootPart.IgnoreUndoUpdate = true;
3086
3087 m_rootPart.UpdateRotation(rot); 3857 m_rootPart.UpdateRotation(rot);
3088 3858
3089 PhysicsActor actor = m_rootPart.PhysActor; 3859 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3102,8 +3872,6 @@ namespace OpenSim.Region.Framework.Scenes
3102 3872
3103 HasGroupChanged = true; 3873 HasGroupChanged = true;
3104 ScheduleGroupForTerseUpdate(); 3874 ScheduleGroupForTerseUpdate();
3105
3106 RootPart.IgnoreUndoUpdate = false;
3107 } 3875 }
3108 3876
3109 /// <summary> 3877 /// <summary>
@@ -3116,13 +3884,11 @@ namespace OpenSim.Region.Framework.Scenes
3116 SceneObjectPart part = GetPart(localID); 3884 SceneObjectPart part = GetPart(localID);
3117 3885
3118 SceneObjectPart[] parts = m_parts.GetArray(); 3886 SceneObjectPart[] parts = m_parts.GetArray();
3119 for (int i = 0; i < parts.Length; i++)
3120 parts[i].StoreUndoState();
3121 3887
3122 if (part != null) 3888 if (part != null)
3123 { 3889 {
3124// m_log.DebugFormat( 3890 if (m_rootPart.PhysActor != null)
3125// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3891 m_rootPart.PhysActor.Building = true;
3126 3892
3127 if (part.UUID == m_rootPart.UUID) 3893 if (part.UUID == m_rootPart.UUID)
3128 { 3894 {
@@ -3132,6 +3898,9 @@ namespace OpenSim.Region.Framework.Scenes
3132 { 3898 {
3133 part.UpdateRotation(rot); 3899 part.UpdateRotation(rot);
3134 } 3900 }
3901
3902 if (m_rootPart.PhysActor != null)
3903 m_rootPart.PhysActor.Building = false;
3135 } 3904 }
3136 } 3905 }
3137 3906
@@ -3145,12 +3914,8 @@ namespace OpenSim.Region.Framework.Scenes
3145 SceneObjectPart part = GetPart(localID); 3914 SceneObjectPart part = GetPart(localID);
3146 if (part != null) 3915 if (part != null)
3147 { 3916 {
3148// m_log.DebugFormat( 3917 if (m_rootPart.PhysActor != null)
3149// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3918 m_rootPart.PhysActor.Building = true;
3150// part.Name, part.LocalId, rot);
3151
3152 part.StoreUndoState();
3153 part.IgnoreUndoUpdate = true;
3154 3919
3155 if (part.UUID == m_rootPart.UUID) 3920 if (part.UUID == m_rootPart.UUID)
3156 { 3921 {
@@ -3163,7 +3928,8 @@ namespace OpenSim.Region.Framework.Scenes
3163 part.OffsetPosition = pos; 3928 part.OffsetPosition = pos;
3164 } 3929 }
3165 3930
3166 part.IgnoreUndoUpdate = false; 3931 if (m_rootPart.PhysActor != null)
3932 m_rootPart.PhysActor.Building = false;
3167 } 3933 }
3168 } 3934 }
3169 3935
@@ -3173,15 +3939,12 @@ namespace OpenSim.Region.Framework.Scenes
3173 /// <param name="rot"></param> 3939 /// <param name="rot"></param>
3174 public void UpdateRootRotation(Quaternion rot) 3940 public void UpdateRootRotation(Quaternion rot)
3175 { 3941 {
3176// m_log.DebugFormat( 3942 // needs to be called with phys building true
3177// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3178// Name, LocalId, rot);
3179
3180 Quaternion axRot = rot; 3943 Quaternion axRot = rot;
3181 Quaternion oldParentRot = m_rootPart.RotationOffset; 3944 Quaternion oldParentRot = m_rootPart.RotationOffset;
3182 3945
3183 m_rootPart.StoreUndoState(); 3946 //Don't use UpdateRotation because it schedules an update prematurely
3184 m_rootPart.UpdateRotation(rot); 3947 m_rootPart.RotationOffset = rot;
3185 3948
3186 PhysicsActor pa = m_rootPart.PhysActor; 3949 PhysicsActor pa = m_rootPart.PhysActor;
3187 3950
@@ -3197,35 +3960,145 @@ namespace OpenSim.Region.Framework.Scenes
3197 SceneObjectPart prim = parts[i]; 3960 SceneObjectPart prim = parts[i];
3198 if (prim.UUID != m_rootPart.UUID) 3961 if (prim.UUID != m_rootPart.UUID)
3199 { 3962 {
3200 prim.IgnoreUndoUpdate = true; 3963 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3964 NewRot = Quaternion.Inverse(axRot) * NewRot;
3965 prim.RotationOffset = NewRot;
3966
3201 Vector3 axPos = prim.OffsetPosition; 3967 Vector3 axPos = prim.OffsetPosition;
3968
3202 axPos *= oldParentRot; 3969 axPos *= oldParentRot;
3203 axPos *= Quaternion.Inverse(axRot); 3970 axPos *= Quaternion.Inverse(axRot);
3204 prim.OffsetPosition = axPos; 3971 prim.OffsetPosition = axPos;
3205 Quaternion primsRot = prim.RotationOffset; 3972 }
3206 Quaternion newRot = oldParentRot * primsRot; 3973 }
3207 newRot = Quaternion.Inverse(axRot) * newRot;
3208 prim.RotationOffset = newRot;
3209 prim.ScheduleTerseUpdate();
3210 prim.IgnoreUndoUpdate = false;
3211 }
3212 }
3213
3214// for (int i = 0; i < parts.Length; i++)
3215// {
3216// SceneObjectPart childpart = parts[i];
3217// if (childpart != m_rootPart)
3218// {
3219//// childpart.IgnoreUndoUpdate = false;
3220//// childpart.StoreUndoState();
3221// }
3222// }
3223 3974
3224 m_rootPart.ScheduleTerseUpdate(); 3975 HasGroupChanged = true;
3976 ScheduleGroupForFullUpdate();
3977 }
3225 3978
3226// m_log.DebugFormat( 3979 private enum updatetype :int
3227// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3980 {
3228// Name, LocalId, rot); 3981 none = 0,
3982 partterse = 1,
3983 partfull = 2,
3984 groupterse = 3,
3985 groupfull = 4
3986 }
3987
3988 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3989 {
3990 // TODO this still as excessive *.Schedule*Update()s
3991
3992 if (part != null && part.ParentGroup != null)
3993 {
3994 ObjectChangeType change = data.change;
3995 bool togroup = ((change & ObjectChangeType.Group) != 0);
3996 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3997
3998 SceneObjectGroup group = part.ParentGroup;
3999 PhysicsActor pha = group.RootPart.PhysActor;
4000
4001 updatetype updateType = updatetype.none;
4002
4003 if (togroup)
4004 {
4005 // related to group
4006 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
4007 {
4008 if ((change & ObjectChangeType.Rotation) != 0)
4009 {
4010 group.RootPart.UpdateRotation(data.rotation);
4011 updateType = updatetype.none;
4012 }
4013 if ((change & ObjectChangeType.Position) != 0)
4014 {
4015 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
4016 UpdateGroupPosition(data.position);
4017 updateType = updatetype.groupterse;
4018 }
4019 else
4020 // ugly rotation update of all parts
4021 {
4022 group.ResetChildPrimPhysicsPositions();
4023 }
4024
4025 }
4026 if ((change & ObjectChangeType.Scale) != 0)
4027 {
4028 if (pha != null)
4029 pha.Building = true;
4030
4031 group.GroupResize(data.scale);
4032 updateType = updatetype.none;
4033
4034 if (pha != null)
4035 pha.Building = false;
4036 }
4037 }
4038 else
4039 {
4040 // related to single prim in a link-set ( ie group)
4041 if (pha != null)
4042 pha.Building = true;
4043
4044 // root part is special
4045 // parts offset positions or rotations need to change also
4046
4047 if (part == group.RootPart)
4048 {
4049 if ((change & ObjectChangeType.Rotation) != 0)
4050 group.UpdateRootRotation(data.rotation);
4051 if ((change & ObjectChangeType.Position) != 0)
4052 group.UpdateRootPosition(data.position);
4053 if ((change & ObjectChangeType.Scale) != 0)
4054 part.Resize(data.scale);
4055 }
4056 else
4057 {
4058 if ((change & ObjectChangeType.Position) != 0)
4059 {
4060 part.OffsetPosition = data.position;
4061 updateType = updatetype.partterse;
4062 }
4063 if ((change & ObjectChangeType.Rotation) != 0)
4064 {
4065 part.UpdateRotation(data.rotation);
4066 updateType = updatetype.none;
4067 }
4068 if ((change & ObjectChangeType.Scale) != 0)
4069 {
4070 part.Resize(data.scale);
4071 updateType = updatetype.none;
4072 }
4073 }
4074
4075 if (pha != null)
4076 pha.Building = false;
4077 }
4078
4079 if (updateType != updatetype.none)
4080 {
4081 group.HasGroupChanged = true;
4082
4083 switch (updateType)
4084 {
4085 case updatetype.partterse:
4086 part.ScheduleTerseUpdate();
4087 break;
4088 case updatetype.partfull:
4089 part.ScheduleFullUpdate();
4090 break;
4091 case updatetype.groupterse:
4092 group.ScheduleGroupForTerseUpdate();
4093 break;
4094 case updatetype.groupfull:
4095 group.ScheduleGroupForFullUpdate();
4096 break;
4097 default:
4098 break;
4099 }
4100 }
4101 }
3229 } 4102 }
3230 4103
3231 #endregion 4104 #endregion
@@ -3324,10 +4197,11 @@ namespace OpenSim.Region.Framework.Scenes
3324 scriptPosTarget target = m_targets[idx]; 4197 scriptPosTarget target = m_targets[idx];
3325 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4198 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3326 { 4199 {
4200 at_target = true;
4201
3327 // trigger at_target 4202 // trigger at_target
3328 if (m_scriptListens_atTarget) 4203 if (m_scriptListens_atTarget)
3329 { 4204 {
3330 at_target = true;
3331 scriptPosTarget att = new scriptPosTarget(); 4205 scriptPosTarget att = new scriptPosTarget();
3332 att.targetPos = target.targetPos; 4206 att.targetPos = target.targetPos;
3333 att.tolerance = target.tolerance; 4207 att.tolerance = target.tolerance;
@@ -3445,11 +4319,50 @@ namespace OpenSim.Region.Framework.Scenes
3445 } 4319 }
3446 } 4320 }
3447 } 4321 }
3448 4322
4323 public Vector3 GetGeometricCenter()
4324 {
4325 // this is not real geometric center but a average of positions relative to root prim acording to
4326 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4327 // ignoring tortured prims details since sl also seems to ignore
4328 // so no real use in doing it on physics
4329
4330 Vector3 gc = Vector3.Zero;
4331
4332 int nparts = m_parts.Count;
4333 if (nparts <= 1)
4334 return gc;
4335
4336 SceneObjectPart[] parts = m_parts.GetArray();
4337 nparts = parts.Length; // just in case it changed
4338 if (nparts <= 1)
4339 return gc;
4340
4341 Quaternion parentRot = RootPart.RotationOffset;
4342 Vector3 pPos;
4343
4344 // average all parts positions
4345 for (int i = 0; i < nparts; i++)
4346 {
4347 // do it directly
4348 // gc += parts[i].GetWorldPosition();
4349 if (parts[i] != RootPart)
4350 {
4351 pPos = parts[i].OffsetPosition;
4352 gc += pPos;
4353 }
4354
4355 }
4356 gc /= nparts;
4357
4358 // relative to root:
4359// gc -= AbsolutePosition;
4360 return gc;
4361 }
4362
3449 public float GetMass() 4363 public float GetMass()
3450 { 4364 {
3451 float retmass = 0f; 4365 float retmass = 0f;
3452
3453 SceneObjectPart[] parts = m_parts.GetArray(); 4366 SceneObjectPart[] parts = m_parts.GetArray();
3454 for (int i = 0; i < parts.Length; i++) 4367 for (int i = 0; i < parts.Length; i++)
3455 retmass += parts[i].GetMass(); 4368 retmass += parts[i].GetMass();
@@ -3457,6 +4370,39 @@ namespace OpenSim.Region.Framework.Scenes
3457 return retmass; 4370 return retmass;
3458 } 4371 }
3459 4372
4373 // center of mass of full object
4374 public Vector3 GetCenterOfMass()
4375 {
4376 PhysicsActor pa = RootPart.PhysActor;
4377
4378 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4379 {
4380 // physics knows better about center of mass of physical prims
4381 Vector3 tmp = pa.CenterOfMass;
4382 return tmp;
4383 }
4384
4385 Vector3 Ptot = Vector3.Zero;
4386 float totmass = 0f;
4387 float m;
4388
4389 SceneObjectPart[] parts = m_parts.GetArray();
4390 for (int i = 0; i < parts.Length; i++)
4391 {
4392 m = parts[i].GetMass();
4393 Ptot += parts[i].GetPartCenterOfMass() * m;
4394 totmass += m;
4395 }
4396
4397 if (totmass == 0)
4398 totmass = 0;
4399 else
4400 totmass = 1 / totmass;
4401 Ptot *= totmass;
4402
4403 return Ptot;
4404 }
4405
3460 /// <summary> 4406 /// <summary>
3461 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4407 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3462 /// the physics engine can use it. 4408 /// the physics engine can use it.
@@ -3636,6 +4582,14 @@ namespace OpenSim.Region.Framework.Scenes
3636 FromItemID = uuid; 4582 FromItemID = uuid;
3637 } 4583 }
3638 4584
4585 public void ResetOwnerChangeFlag()
4586 {
4587 ForEachPart(delegate(SceneObjectPart part)
4588 {
4589 part.ResetOwnerChangeFlag();
4590 });
4591 }
4592
3639 #endregion 4593 #endregion
3640 } 4594 }
3641} 4595}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 232861e..b59ba68 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -121,7 +122,18 @@ namespace OpenSim.Region.Framework.Scenes
121 /// Denote all sides of the prim 122 /// Denote all sides of the prim
122 /// </value> 123 /// </value>
123 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
124 125
126 private const scriptEvents PhysicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
130 private const scriptEvents PhyscicsPhantonSubsEvents = (
131 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
132 );
133 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
134 scriptEvents.collision_start | scriptEvents.collision_end
135 );
136
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 138
127 /// <value> 139 /// <value>
@@ -132,7 +144,7 @@ namespace OpenSim.Region.Framework.Scenes
132 /// </remarks> 144 /// </remarks>
133 public bool IsRoot 145 public bool IsRoot
134 { 146 {
135 get { return ParentGroup.RootPart == this; } 147 get { return Object.ReferenceEquals(ParentGroup.RootPart, this); }
136 } 148 }
137 149
138 /// <summary> 150 /// <summary>
@@ -191,12 +203,25 @@ namespace OpenSim.Region.Framework.Scenes
191 203
192 public double SoundRadius; 204 public double SoundRadius;
193 205
206
194 public uint TimeStampFull; 207 public uint TimeStampFull;
195 208
196 public uint TimeStampLastActivity; // Will be used for AutoReturn 209 public uint TimeStampLastActivity; // Will be used for AutoReturn
197 210
198 public uint TimeStampTerse; 211 public uint TimeStampTerse;
199 212
213 // The following two are to hold the attachment data
214 // while an object is inworld
215 [XmlIgnore]
216 public byte AttachPoint = 0;
217
218 [XmlIgnore]
219 public Vector3 AttachOffset = Vector3.Zero;
220
221 [XmlIgnore]
222 public Quaternion AttachRotation = Quaternion.Identity;
223
224 [XmlIgnore]
200 public int STATUS_ROTATE_X; 225 public int STATUS_ROTATE_X;
201 226
202 public int STATUS_ROTATE_Y; 227 public int STATUS_ROTATE_Y;
@@ -223,8 +248,7 @@ namespace OpenSim.Region.Framework.Scenes
223 248
224 public Vector3 RotationAxis = Vector3.One; 249 public Vector3 RotationAxis = Vector3.One;
225 250
226 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 251 public bool VolumeDetectActive;
227 // Certainly this must be a persistant setting finally
228 252
229 public bool IsWaitingForFirstSpinUpdatePacket; 253 public bool IsWaitingForFirstSpinUpdatePacket;
230 254
@@ -264,10 +288,10 @@ namespace OpenSim.Region.Framework.Scenes
264 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 288 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
265 private Vector3 m_sitTargetPosition; 289 private Vector3 m_sitTargetPosition;
266 private string m_sitAnimation = "SIT"; 290 private string m_sitAnimation = "SIT";
291 private bool m_occupied; // KF if any av is sitting on this prim
267 private string m_text = String.Empty; 292 private string m_text = String.Empty;
268 private string m_touchName = String.Empty; 293 private string m_touchName = String.Empty;
269 private readonly List<UndoState> m_undo = new List<UndoState>(5); 294 private UndoRedoState m_UndoRedo = null;
270 private readonly List<UndoState> m_redo = new List<UndoState>(5);
271 295
272 private bool m_passTouches = false; 296 private bool m_passTouches = false;
273 private bool m_passCollisions = false; 297 private bool m_passCollisions = false;
@@ -295,8 +319,20 @@ namespace OpenSim.Region.Framework.Scenes
295 protected Vector3 m_lastVelocity; 319 protected Vector3 m_lastVelocity;
296 protected Vector3 m_lastAcceleration; 320 protected Vector3 m_lastAcceleration;
297 protected Vector3 m_lastAngularVelocity; 321 protected Vector3 m_lastAngularVelocity;
298 protected int m_lastTerseSent; 322 protected int m_lastUpdateSentTime;
299 323 protected float m_buoyancy = 0.0f;
324 protected Vector3 m_force;
325 protected Vector3 m_torque;
326
327 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
328 protected float m_density = 1000.0f; // in kg/m^3
329 protected float m_gravitymod = 1.0f;
330 protected float m_friction = 0.6f; // wood
331 protected float m_bounce = 0.5f; // wood
332
333
334 protected bool m_isSelected = false;
335
300 /// <summary> 336 /// <summary>
301 /// Stores media texture data 337 /// Stores media texture data
302 /// </summary> 338 /// </summary>
@@ -308,10 +344,25 @@ namespace OpenSim.Region.Framework.Scenes
308 private Vector3 m_cameraAtOffset; 344 private Vector3 m_cameraAtOffset;
309 private bool m_forceMouselook; 345 private bool m_forceMouselook;
310 346
311 // TODO: Collision sound should have default. 347
348 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
349 private sbyte m_collisionSoundType;
312 private UUID m_collisionSound; 350 private UUID m_collisionSound;
313 private float m_collisionSoundVolume; 351 private float m_collisionSoundVolume;
314 352
353 private int LastColSoundSentTime;
354
355
356 private SOPVehicle m_vehicleParams = null;
357
358 private KeyframeMotion m_keyframeMotion = null;
359
360 public KeyframeMotion KeyframeMotion
361 {
362 get; set;
363 }
364
365
315 #endregion Fields 366 #endregion Fields
316 367
317// ~SceneObjectPart() 368// ~SceneObjectPart()
@@ -340,6 +391,7 @@ namespace OpenSim.Region.Framework.Scenes
340 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 391 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
341 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 392 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
342 m_inventory = new SceneObjectPartInventory(this); 393 m_inventory = new SceneObjectPartInventory(this);
394 LastColSoundSentTime = Util.EnvironmentTickCount();
343 } 395 }
344 396
345 /// <summary> 397 /// <summary>
@@ -354,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
354 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 406 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
355 Quaternion rotationOffset, Vector3 offsetPosition) : this() 407 Quaternion rotationOffset, Vector3 offsetPosition) : this()
356 { 408 {
357 m_name = "Primitive"; 409 m_name = "Object";
358 410
359 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 411 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
360 LastOwnerID = CreatorID = OwnerID = ownerID; 412 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -393,7 +445,7 @@ namespace OpenSim.Region.Framework.Scenes
393 private uint _ownerMask = (uint)PermissionMask.All; 445 private uint _ownerMask = (uint)PermissionMask.All;
394 private uint _groupMask = (uint)PermissionMask.None; 446 private uint _groupMask = (uint)PermissionMask.None;
395 private uint _everyoneMask = (uint)PermissionMask.None; 447 private uint _everyoneMask = (uint)PermissionMask.None;
396 private uint _nextOwnerMask = (uint)PermissionMask.All; 448 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
397 private PrimFlags _flags = PrimFlags.None; 449 private PrimFlags _flags = PrimFlags.None;
398 private DateTime m_expires; 450 private DateTime m_expires;
399 private DateTime m_rezzed; 451 private DateTime m_rezzed;
@@ -487,12 +539,16 @@ namespace OpenSim.Region.Framework.Scenes
487 } 539 }
488 540
489 /// <value> 541 /// <value>
490 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 542 /// Get the inventory list
491 /// </value> 543 /// </value>
492 public TaskInventoryDictionary TaskInventory 544 public TaskInventoryDictionary TaskInventory
493 { 545 {
494 get { return m_inventory.Items; } 546 get {
495 set { m_inventory.Items = value; } 547 return m_inventory.Items;
548 }
549 set {
550 m_inventory.Items = value;
551 }
496 } 552 }
497 553
498 /// <summary> 554 /// <summary>
@@ -542,20 +598,6 @@ namespace OpenSim.Region.Framework.Scenes
542 } 598 }
543 } 599 }
544 600
545 public byte Material
546 {
547 get { return (byte) m_material; }
548 set
549 {
550 m_material = (Material)value;
551
552 PhysicsActor pa = PhysActor;
553
554 if (pa != null)
555 pa.SetMaterial((int)value);
556 }
557 }
558
559 [XmlIgnore] 601 [XmlIgnore]
560 public bool PassTouches 602 public bool PassTouches
561 { 603 {
@@ -581,6 +623,18 @@ namespace OpenSim.Region.Framework.Scenes
581 } 623 }
582 } 624 }
583 625
626 public bool IsSelected
627 {
628 get { return m_isSelected; }
629 set
630 {
631 m_isSelected = value;
632 if (ParentGroup != null)
633 ParentGroup.PartSelectChanged(value);
634 }
635 }
636
637
584 public Dictionary<int, string> CollisionFilter 638 public Dictionary<int, string> CollisionFilter
585 { 639 {
586 get { return m_CollisionFilter; } 640 get { return m_CollisionFilter; }
@@ -649,14 +703,12 @@ namespace OpenSim.Region.Framework.Scenes
649 set { m_LoopSoundSlavePrims = value; } 703 set { m_LoopSoundSlavePrims = value; }
650 } 704 }
651 705
652
653 public Byte[] TextureAnimation 706 public Byte[] TextureAnimation
654 { 707 {
655 get { return m_TextureAnimation; } 708 get { return m_TextureAnimation; }
656 set { m_TextureAnimation = value; } 709 set { m_TextureAnimation = value; }
657 } 710 }
658 711
659
660 public Byte[] ParticleSystem 712 public Byte[] ParticleSystem
661 { 713 {
662 get { return m_particleSystem; } 714 get { return m_particleSystem; }
@@ -693,9 +745,12 @@ namespace OpenSim.Region.Framework.Scenes
693 { 745 {
694 // If this is a linkset, we don't want the physics engine mucking up our group position here. 746 // If this is a linkset, we don't want the physics engine mucking up our group position here.
695 PhysicsActor actor = PhysActor; 747 PhysicsActor actor = PhysActor;
696 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 748 if (ParentID == 0)
697 if (actor != null && ParentID == 0) 749 {
698 m_groupPosition = actor.Position; 750 if (actor != null)
751 m_groupPosition = actor.Position;
752 return m_groupPosition;
753 }
699 754
700 // If I'm an attachment, my position is reported as the position of who I'm attached to 755 // If I'm an attachment, my position is reported as the position of who I'm attached to
701 if (ParentGroup.IsAttachment) 756 if (ParentGroup.IsAttachment)
@@ -705,14 +760,16 @@ namespace OpenSim.Region.Framework.Scenes
705 return sp.AbsolutePosition; 760 return sp.AbsolutePosition;
706 } 761 }
707 762
763 // use root prim's group position. Physics may have updated it
764 if (ParentGroup.RootPart != this)
765 m_groupPosition = ParentGroup.RootPart.GroupPosition;
708 return m_groupPosition; 766 return m_groupPosition;
709 } 767 }
710 set 768 set
711 { 769 {
712 m_groupPosition = value; 770 m_groupPosition = value;
713
714 PhysicsActor actor = PhysActor; 771 PhysicsActor actor = PhysActor;
715 if (actor != null) 772 if (actor != null && ParentGroup.Scene.PhysicsScene != null)
716 { 773 {
717 try 774 try
718 { 775 {
@@ -736,16 +793,6 @@ namespace OpenSim.Region.Framework.Scenes
736 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); 793 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
737 } 794 }
738 } 795 }
739
740 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
741 if (SitTargetAvatar != UUID.Zero)
742 {
743 ScenePresence avatar;
744 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
745 {
746 avatar.ParentPosition = GetWorldPosition();
747 }
748 }
749 } 796 }
750 } 797 }
751 798
@@ -754,7 +801,7 @@ namespace OpenSim.Region.Framework.Scenes
754 get { return m_offsetPosition; } 801 get { return m_offsetPosition; }
755 set 802 set
756 { 803 {
757// StoreUndoState(); 804 Vector3 oldpos = m_offsetPosition;
758 m_offsetPosition = value; 805 m_offsetPosition = value;
759 806
760 if (ParentGroup != null && !ParentGroup.IsDeleted) 807 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -766,10 +813,25 @@ namespace OpenSim.Region.Framework.Scenes
766 actor.Orientation = GetWorldRotation(); 813 actor.Orientation = GetWorldRotation();
767 814
768 // Tell the physics engines that this prim changed. 815 // Tell the physics engines that this prim changed.
769 if (ParentGroup.Scene != null) 816 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
770 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 817 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
771 } 818 }
819
820 if (!m_parentGroup.m_dupeInProgress)
821 {
822 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
823 foreach (ScenePresence av in avs)
824 {
825 if (av.ParentID == m_localId)
826 {
827 Vector3 offset = (m_offsetPosition - oldpos);
828 av.AbsolutePosition += offset;
829 av.SendAvatarDataToAllAgents();
830 }
831 }
832 }
772 } 833 }
834 TriggerScriptChangedEvent(Changed.POSITION);
773 } 835 }
774 } 836 }
775 837
@@ -820,7 +882,7 @@ namespace OpenSim.Region.Framework.Scenes
820 882
821 set 883 set
822 { 884 {
823 StoreUndoState(); 885// StoreUndoState();
824 m_rotationOffset = value; 886 m_rotationOffset = value;
825 887
826 PhysicsActor actor = PhysActor; 888 PhysicsActor actor = PhysActor;
@@ -908,19 +970,36 @@ namespace OpenSim.Region.Framework.Scenes
908 get 970 get
909 { 971 {
910 PhysicsActor actor = PhysActor; 972 PhysicsActor actor = PhysActor;
911 if ((actor != null) && actor.IsPhysical) 973 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
912 { 974 {
913 m_angularVelocity = actor.RotationalVelocity; 975 m_angularVelocity = actor.RotationalVelocity;
914 } 976 }
915 return m_angularVelocity; 977 return m_angularVelocity;
916 } 978 }
917 set { m_angularVelocity = value; } 979 set
980 {
981 m_angularVelocity = value;
982 PhysicsActor actor = PhysActor;
983 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
984 {
985 actor.RotationalVelocity = m_angularVelocity;
986 }
987 }
918 } 988 }
919 989
920 /// <summary></summary> 990 /// <summary></summary>
921 public Vector3 Acceleration 991 public Vector3 Acceleration
922 { 992 {
923 get { return m_acceleration; } 993 get
994 {
995 PhysicsActor actor = PhysActor;
996 if (actor != null)
997 {
998 m_acceleration = actor.Acceleration;
999 }
1000 return m_acceleration;
1001 }
1002
924 set { m_acceleration = value; } 1003 set { m_acceleration = value; }
925 } 1004 }
926 1005
@@ -988,7 +1067,10 @@ namespace OpenSim.Region.Framework.Scenes
988 public PrimitiveBaseShape Shape 1067 public PrimitiveBaseShape Shape
989 { 1068 {
990 get { return m_shape; } 1069 get { return m_shape; }
991 set { m_shape = value;} 1070 set
1071 {
1072 m_shape = value;
1073 }
992 } 1074 }
993 1075
994 /// <summary> 1076 /// <summary>
@@ -1001,7 +1083,6 @@ namespace OpenSim.Region.Framework.Scenes
1001 { 1083 {
1002 if (m_shape != null) 1084 if (m_shape != null)
1003 { 1085 {
1004 StoreUndoState();
1005 1086
1006 m_shape.Scale = value; 1087 m_shape.Scale = value;
1007 1088
@@ -1028,6 +1109,7 @@ namespace OpenSim.Region.Framework.Scenes
1028 } 1109 }
1029 1110
1030 public UpdateRequired UpdateFlag { get; set; } 1111 public UpdateRequired UpdateFlag { get; set; }
1112 public bool UpdatePhysRequired { get; set; }
1031 1113
1032 /// <summary> 1114 /// <summary>
1033 /// Used for media on a prim. 1115 /// Used for media on a prim.
@@ -1068,10 +1150,7 @@ namespace OpenSim.Region.Framework.Scenes
1068 { 1150 {
1069 get 1151 get
1070 { 1152 {
1071 if (ParentGroup.IsAttachment) 1153 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1072 return GroupPosition;
1073
1074 return m_offsetPosition + m_groupPosition;
1075 } 1154 }
1076 } 1155 }
1077 1156
@@ -1249,6 +1328,13 @@ namespace OpenSim.Region.Framework.Scenes
1249 _flags = value; 1328 _flags = value;
1250 } 1329 }
1251 } 1330 }
1331
1332 [XmlIgnore]
1333 public bool IsOccupied // KF If an av is sittingon this prim
1334 {
1335 get { return m_occupied; }
1336 set { m_occupied = value; }
1337 }
1252 1338
1253 /// <summary> 1339 /// <summary>
1254 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1340 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1299,12 +1385,41 @@ namespace OpenSim.Region.Framework.Scenes
1299 set { m_sitAnimation = value; } 1385 set { m_sitAnimation = value; }
1300 } 1386 }
1301 1387
1388 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1389
1390 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1391 // runtime thing.. do not persist
1392 [XmlIgnore]
1393 public sbyte CollisionSoundType
1394 {
1395 get
1396 {
1397 return m_collisionSoundType;
1398 }
1399 set
1400 {
1401 m_collisionSoundType = value;
1402 if (value == -1)
1403 m_collisionSound = invalidCollisionSoundUUID;
1404 else if (value == 0)
1405 m_collisionSound = UUID.Zero;
1406 }
1407 }
1408
1302 public UUID CollisionSound 1409 public UUID CollisionSound
1303 { 1410 {
1304 get { return m_collisionSound; } 1411 get { return m_collisionSound; }
1305 set 1412 set
1306 { 1413 {
1307 m_collisionSound = value; 1414 m_collisionSound = value;
1415
1416 if (value == invalidCollisionSoundUUID)
1417 m_collisionSoundType = -1;
1418 else if (value == UUID.Zero)
1419 m_collisionSoundType = 0;
1420 else
1421 m_collisionSoundType = 1;
1422
1308 aggregateScriptEvents(); 1423 aggregateScriptEvents();
1309 } 1424 }
1310 } 1425 }
@@ -1315,6 +1430,324 @@ namespace OpenSim.Region.Framework.Scenes
1315 set { m_collisionSoundVolume = value; } 1430 set { m_collisionSoundVolume = value; }
1316 } 1431 }
1317 1432
1433 public float Buoyancy
1434 {
1435 get
1436 {
1437 if (ParentGroup.RootPart == this)
1438 return m_buoyancy;
1439
1440 return ParentGroup.RootPart.Buoyancy;
1441 }
1442 set
1443 {
1444 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1445 {
1446 ParentGroup.RootPart.Buoyancy = value;
1447 return;
1448 }
1449 m_buoyancy = value;
1450 if (PhysActor != null)
1451 PhysActor.Buoyancy = value;
1452 }
1453 }
1454
1455 public Vector3 Force
1456 {
1457 get
1458 {
1459 if (ParentGroup.RootPart == this)
1460 return m_force;
1461
1462 return ParentGroup.RootPart.Force;
1463 }
1464
1465 set
1466 {
1467 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1468 {
1469 ParentGroup.RootPart.Force = value;
1470 return;
1471 }
1472 m_force = value;
1473 if (PhysActor != null)
1474 PhysActor.Force = value;
1475 }
1476 }
1477
1478 public Vector3 Torque
1479 {
1480 get
1481 {
1482 if (ParentGroup.RootPart == this)
1483 return m_torque;
1484
1485 return ParentGroup.RootPart.Torque;
1486 }
1487
1488 set
1489 {
1490 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1491 {
1492 ParentGroup.RootPart.Torque = value;
1493 return;
1494 }
1495 m_torque = value;
1496 if (PhysActor != null)
1497 PhysActor.Torque = value;
1498 }
1499 }
1500
1501 public byte Material
1502 {
1503 get { return (byte)m_material; }
1504 set
1505 {
1506 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1507 {
1508 bool update = false;
1509
1510 if (m_material != (Material)value)
1511 {
1512 update = true;
1513 m_material = (Material)value;
1514 }
1515
1516 if (m_friction != SOPMaterialData.friction(m_material))
1517 {
1518 update = true;
1519 m_friction = SOPMaterialData.friction(m_material);
1520 }
1521
1522 if (m_bounce != SOPMaterialData.bounce(m_material))
1523 {
1524 update = true;
1525 m_bounce = SOPMaterialData.bounce(m_material);
1526 }
1527
1528 if (update)
1529 {
1530 if (PhysActor != null)
1531 {
1532 PhysActor.SetMaterial((int)value);
1533 }
1534 if(ParentGroup != null)
1535 ParentGroup.HasGroupChanged = true;
1536 ScheduleFullUpdateIfNone();
1537 UpdatePhysRequired = true;
1538 }
1539 }
1540 }
1541 }
1542
1543 // not a propriety to move to methods place later
1544 private bool HasMesh()
1545 {
1546 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1547 return true;
1548 return false;
1549 }
1550
1551 // not a propriety to move to methods place later
1552 public byte DefaultPhysicsShapeType()
1553 {
1554 byte type;
1555
1556 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1557 type = (byte)PhysShapeType.convex;
1558 else
1559 type = (byte)PhysShapeType.prim;
1560
1561 return type;
1562 }
1563
1564 [XmlIgnore]
1565 public bool UsesComplexCost
1566 {
1567 get
1568 {
1569 byte pst = PhysicsShapeType;
1570 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1571 return true;
1572 return false;
1573 }
1574 }
1575
1576 [XmlIgnore]
1577 public float PhysicsCost
1578 {
1579 get
1580 {
1581 if(PhysicsShapeType == (byte)PhysShapeType.none)
1582 return 0;
1583
1584 float cost = 0.1f;
1585 if (PhysActor != null)
1586 cost = PhysActor.PhysicsCost;
1587 else
1588 cost = 0.1f;
1589
1590 if ((Flags & PrimFlags.Physics) != 0)
1591 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1592 return cost;
1593 }
1594 }
1595
1596 [XmlIgnore]
1597 public float StreamingCost
1598 {
1599 get
1600 {
1601 float cost;
1602 if (PhysActor != null)
1603 cost = PhysActor.StreamCost;
1604 else
1605 cost = 1.0f;
1606 return 1.0f;
1607 }
1608 }
1609
1610 [XmlIgnore]
1611 public float SimulationCost
1612 {
1613 get
1614 {
1615 // ignoring scripts. Don't like considering them for this
1616 if((Flags & PrimFlags.Physics) != 0)
1617 return 1.0f;
1618
1619 return 0.5f;
1620 }
1621 }
1622
1623 public byte PhysicsShapeType
1624 {
1625 get { return m_physicsShapeType; }
1626 set
1627 {
1628 byte oldv = m_physicsShapeType;
1629
1630 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1631 {
1632 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1633 m_physicsShapeType = DefaultPhysicsShapeType();
1634 else
1635 m_physicsShapeType = value;
1636 }
1637 else
1638 m_physicsShapeType = DefaultPhysicsShapeType();
1639
1640 if (m_physicsShapeType != oldv && ParentGroup != null)
1641 {
1642 if (m_physicsShapeType == (byte)PhysShapeType.none)
1643 {
1644 if (PhysActor != null)
1645 {
1646 Velocity = new Vector3(0, 0, 0);
1647 Acceleration = new Vector3(0, 0, 0);
1648 if (ParentGroup.RootPart == this)
1649 AngularVelocity = new Vector3(0, 0, 0);
1650 ParentGroup.Scene.RemovePhysicalPrim(1);
1651 RemoveFromPhysics();
1652 }
1653 }
1654 else if (PhysActor == null)
1655 {
1656 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1657 UpdatePhysicsSubscribedEvents();
1658 }
1659 else
1660 {
1661 PhysActor.PhysicsShapeType = m_physicsShapeType;
1662// if (Shape.SculptEntry)
1663// CheckSculptAndLoad();
1664 }
1665
1666 if (ParentGroup != null)
1667 ParentGroup.HasGroupChanged = true;
1668 }
1669
1670 if (m_physicsShapeType != value)
1671 {
1672 UpdatePhysRequired = true;
1673 }
1674 }
1675 }
1676
1677 public float Density // in kg/m^3
1678 {
1679 get { return m_density; }
1680 set
1681 {
1682 if (value >=1 && value <= 22587.0)
1683 {
1684 m_density = value;
1685 UpdatePhysRequired = true;
1686 }
1687
1688 ScheduleFullUpdateIfNone();
1689
1690 if (ParentGroup != null)
1691 ParentGroup.HasGroupChanged = true;
1692 }
1693 }
1694
1695 public float GravityModifier
1696 {
1697 get { return m_gravitymod; }
1698 set
1699 {
1700 if( value >= -1 && value <=28.0f)
1701 {
1702 m_gravitymod = value;
1703 UpdatePhysRequired = true;
1704 }
1705
1706 ScheduleFullUpdateIfNone();
1707
1708 if (ParentGroup != null)
1709 ParentGroup.HasGroupChanged = true;
1710
1711 }
1712 }
1713
1714 public float Friction
1715 {
1716 get { return m_friction; }
1717 set
1718 {
1719 if (value >= 0 && value <= 255.0f)
1720 {
1721 m_friction = value;
1722 UpdatePhysRequired = true;
1723 }
1724
1725 ScheduleFullUpdateIfNone();
1726
1727 if (ParentGroup != null)
1728 ParentGroup.HasGroupChanged = true;
1729 }
1730 }
1731
1732 public float Bounciness
1733 {
1734 get { return m_bounce; }
1735 set
1736 {
1737 if (value >= 0 && value <= 1.0f)
1738 {
1739 m_bounce = value;
1740 UpdatePhysRequired = true;
1741 }
1742
1743 ScheduleFullUpdateIfNone();
1744
1745 if (ParentGroup != null)
1746 ParentGroup.HasGroupChanged = true;
1747 }
1748 }
1749
1750
1318 #endregion Public Properties with only Get 1751 #endregion Public Properties with only Get
1319 1752
1320 private uint ApplyMask(uint val, bool set, uint mask) 1753 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1460,6 +1893,61 @@ namespace OpenSim.Region.Framework.Scenes
1460 } 1893 }
1461 } 1894 }
1462 1895
1896 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1897 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1898 {
1899 if (ParentGroup == null || ParentGroup.IsDeleted)
1900 return;
1901
1902 if (ParentGroup.IsAttachment)
1903 return; // don't work on attachments (for now ??)
1904
1905 SceneObjectPart root = ParentGroup.RootPart;
1906
1907 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1908 return;
1909
1910 PhysicsActor pa = root.PhysActor;
1911
1912 if (pa == null || !pa.IsPhysical)
1913 return;
1914
1915 if (localGlobalTF)
1916 {
1917 pVel = pVel * GetWorldRotation();
1918 }
1919
1920 ParentGroup.Velocity = pVel;
1921 }
1922
1923 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1924 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1925 {
1926 if (ParentGroup == null || ParentGroup.IsDeleted)
1927 return;
1928
1929 if (ParentGroup.IsAttachment)
1930 return; // don't work on attachments (for now ??)
1931
1932 SceneObjectPart root = ParentGroup.RootPart;
1933
1934 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1935 return;
1936
1937 PhysicsActor pa = root.PhysActor;
1938
1939 if (pa == null || !pa.IsPhysical)
1940 return;
1941
1942 if (localGlobalTF)
1943 {
1944 pAngVel = pAngVel * GetWorldRotation();
1945 }
1946
1947 root.AngularVelocity = pAngVel;
1948 }
1949
1950
1463 /// <summary> 1951 /// <summary>
1464 /// hook to the physics scene to apply angular impulse 1952 /// hook to the physics scene to apply angular impulse
1465 /// This is sent up to the group, which then finds the root prim 1953 /// This is sent up to the group, which then finds the root prim
@@ -1480,7 +1968,7 @@ namespace OpenSim.Region.Framework.Scenes
1480 impulse = newimpulse; 1968 impulse = newimpulse;
1481 } 1969 }
1482 1970
1483 ParentGroup.applyAngularImpulse(impulse); 1971 ParentGroup.ApplyAngularImpulse(impulse);
1484 } 1972 }
1485 1973
1486 /// <summary> 1974 /// <summary>
@@ -1490,20 +1978,24 @@ namespace OpenSim.Region.Framework.Scenes
1490 /// </summary> 1978 /// </summary>
1491 /// <param name="impulsei">Vector force</param> 1979 /// <param name="impulsei">Vector force</param>
1492 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1980 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1493 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1981
1982 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1983 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1494 { 1984 {
1495 Vector3 impulse = impulsei; 1985 Vector3 torque = torquei;
1496 1986
1497 if (localGlobalTF) 1987 if (localGlobalTF)
1498 { 1988 {
1989/*
1499 Quaternion grot = GetWorldRotation(); 1990 Quaternion grot = GetWorldRotation();
1500 Quaternion AXgrot = grot; 1991 Quaternion AXgrot = grot;
1501 Vector3 AXimpulsei = impulsei; 1992 Vector3 AXimpulsei = impulsei;
1502 Vector3 newimpulse = AXimpulsei * AXgrot; 1993 Vector3 newimpulse = AXimpulsei * AXgrot;
1503 impulse = newimpulse; 1994 */
1995 torque *= GetWorldRotation();
1504 } 1996 }
1505 1997
1506 ParentGroup.setAngularImpulse(impulse); 1998 Torque = torque;
1507 } 1999 }
1508 2000
1509 /// <summary> 2001 /// <summary>
@@ -1511,17 +2003,23 @@ namespace OpenSim.Region.Framework.Scenes
1511 /// </summary> 2003 /// </summary>
1512 /// <param name="rootObjectFlags"></param> 2004 /// <param name="rootObjectFlags"></param>
1513 /// <param name="VolumeDetectActive"></param> 2005 /// <param name="VolumeDetectActive"></param>
1514 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 2006 /// <param name="building"></param>
2007
2008 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1515 { 2009 {
2010 VolumeDetectActive = _VolumeDetectActive;
2011
1516 if (!ParentGroup.Scene.CollidablePrims) 2012 if (!ParentGroup.Scene.CollidablePrims)
1517 return; 2013 return;
1518 2014
1519// m_log.DebugFormat( 2015 if (PhysicsShapeType == (byte)PhysShapeType.none)
1520// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 2016 return;
1521// Name, LocalId, UUID, m_physicalPrim); 2017
2018 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
2019 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1522 2020
1523 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2021 if (_VolumeDetectActive)
1524 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2022 isPhantom = true;
1525 2023
1526 if (IsJoint()) 2024 if (IsJoint())
1527 { 2025 {
@@ -1529,22 +2027,14 @@ namespace OpenSim.Region.Framework.Scenes
1529 } 2027 }
1530 else 2028 else
1531 { 2029 {
1532 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 2030 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1533 if (VolumeDetectActive) 2031 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1534 isPhantom = false;
1535
1536 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
1537 // or flexible
1538 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1539 { 2032 {
1540 // Added clarification.. since A rigid body is an object that you can kick around, etc. 2033 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1541 bool rigidBody = isPhysical && !isPhantom; 2034 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1542
1543 PhysicsActor pa = AddToPhysics(rigidBody);
1544
1545 if (pa != null)
1546 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1547 } 2035 }
2036 else
2037 PhysActor = null; // just to be sure
1548 } 2038 }
1549 } 2039 }
1550 2040
@@ -1596,6 +2086,12 @@ namespace OpenSim.Region.Framework.Scenes
1596 dupe.Category = Category; 2086 dupe.Category = Category;
1597 dupe.m_rezzed = m_rezzed; 2087 dupe.m_rezzed = m_rezzed;
1598 2088
2089 dupe.m_UndoRedo = null;
2090 dupe.m_isSelected = false;
2091
2092 dupe.IgnoreUndoUpdate = false;
2093 dupe.Undoing = false;
2094
1599 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2095 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1600 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2096 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1601 2097
@@ -1611,6 +2107,7 @@ namespace OpenSim.Region.Framework.Scenes
1611 2107
1612 // Move afterwards ResetIDs as it clears the localID 2108 // Move afterwards ResetIDs as it clears the localID
1613 dupe.LocalId = localID; 2109 dupe.LocalId = localID;
2110
1614 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2111 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1615 dupe.LastOwnerID = OwnerID; 2112 dupe.LastOwnerID = OwnerID;
1616 2113
@@ -1618,6 +2115,9 @@ namespace OpenSim.Region.Framework.Scenes
1618 Array.Copy(Shape.ExtraParams, extraP, extraP.Length); 2115 Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
1619 dupe.Shape.ExtraParams = extraP; 2116 dupe.Shape.ExtraParams = extraP;
1620 2117
2118 // safeguard actual copy is done in sog.copy
2119 dupe.KeyframeMotion = null;
2120
1621 if (userExposed) 2121 if (userExposed)
1622 { 2122 {
1623/* 2123/*
@@ -1629,8 +2129,12 @@ namespace OpenSim.Region.Framework.Scenes
1629*/ 2129*/
1630 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2130 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1631 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2131 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2132// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1632 } 2133 }
1633 2134
2135 if (dupe.PhysActor != null)
2136 dupe.PhysActor.LocalID = localID;
2137
1634 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2138 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1635 2139
1636// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2140// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1649,10 +2153,10 @@ namespace OpenSim.Region.Framework.Scenes
1649 { 2153 {
1650 if (asset != null) 2154 if (asset != null)
1651 SculptTextureCallback(asset); 2155 SculptTextureCallback(asset);
1652 else 2156// else
1653 m_log.WarnFormat( 2157// m_log.WarnFormat(
1654 "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2158// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
1655 Name, UUID, id); 2159// Name, UUID, id);
1656 } 2160 }
1657*/ 2161*/
1658 /// <summary> 2162 /// <summary>
@@ -1751,6 +2255,7 @@ namespace OpenSim.Region.Framework.Scenes
1751 2255
1752 /// <summary> 2256 /// <summary>
1753 /// Do a physics propery update for this part. 2257 /// Do a physics propery update for this part.
2258 /// now also updates phantom and volume detector
1754 /// </summary> 2259 /// </summary>
1755 /// <param name="UsePhysics"></param> 2260 /// <param name="UsePhysics"></param>
1756 /// <param name="isNew"></param> 2261 /// <param name="isNew"></param>
@@ -1776,61 +2281,69 @@ namespace OpenSim.Region.Framework.Scenes
1776 { 2281 {
1777 if (pa.IsPhysical) // implies UsePhysics==false for this block 2282 if (pa.IsPhysical) // implies UsePhysics==false for this block
1778 { 2283 {
1779 if (!isNew) 2284 if (!isNew) // implies UsePhysics==false for this block
2285 {
1780 ParentGroup.Scene.RemovePhysicalPrim(1); 2286 ParentGroup.Scene.RemovePhysicalPrim(1);
1781 2287
1782 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2288 Velocity = new Vector3(0, 0, 0);
1783 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2289 Acceleration = new Vector3(0, 0, 0);
1784 pa.delink(); 2290 if (ParentGroup.RootPart == this)
2291 AngularVelocity = new Vector3(0, 0, 0);
1785 2292
1786 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2293 if (pa.Phantom && !VolumeDetectActive)
1787 { 2294 {
1788 // destroy all joints connected to this now deactivated body 2295 RemoveFromPhysics();
1789 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2296 return;
1790 } 2297 }
1791 2298
1792 // stop client-side interpolation of all joint proxy objects that have just been deleted 2299 pa.IsPhysical = UsePhysics;
1793 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2300 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1794 // which stops client-side interpolation of deactivated joint proxy objects. 2301 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2302 pa.delink();
2303 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2304 {
2305 // destroy all joints connected to this now deactivated body
2306 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2307 }
2308 }
1795 } 2309 }
1796 2310
1797 if (!UsePhysics && !isNew) 2311 if (pa.IsPhysical != UsePhysics)
1798 { 2312 pa.IsPhysical = UsePhysics;
1799 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1800 // prim still has velocity and continues to interpolate its position along the old
1801 // velocity-vector.
1802 Velocity = new Vector3(0, 0, 0);
1803 Acceleration = new Vector3(0, 0, 0);
1804 AngularVelocity = new Vector3(0, 0, 0);
1805 //RotationalVelocity = new Vector3(0, 0, 0);
1806 }
1807 2313
1808 pa.IsPhysical = UsePhysics; 2314 if (UsePhysics)
2315 {
2316 if (ParentGroup.RootPart.KeyframeMotion != null)
2317 ParentGroup.RootPart.KeyframeMotion.Stop();
2318 ParentGroup.RootPart.KeyframeMotion = null;
2319 ParentGroup.Scene.AddPhysicalPrim(1);
1809 2320
1810 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2321 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1811 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2322 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1812 /// that's not wholesome. Had to make Scene public
1813 //PhysActor = null;
1814 2323
1815 if ((Flags & PrimFlags.Phantom) == 0) 2324 if (ParentID != 0 && ParentID != LocalId)
1816 {
1817 if (UsePhysics)
1818 { 2325 {
1819 ParentGroup.Scene.AddPhysicalPrim(1); 2326 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1820 2327
1821 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2328 if (parentPa != null)
1822 pa.OnOutOfBounds += PhysicsOutOfBounds;
1823 if (ParentID != 0 && ParentID != LocalId)
1824 { 2329 {
1825 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2330 pa.link(parentPa);
1826
1827 if (parentPa != null)
1828 {
1829 pa.link(parentPa);
1830 }
1831 } 2331 }
1832 } 2332 }
1833 } 2333 }
2334 }
2335
2336 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2337 if (pa.Phantom != phan)
2338 pa.Phantom = phan;
2339
2340// some engines dont' have this check still
2341// if (VolumeDetectActive != pa.IsVolumeDtc)
2342 {
2343 if (VolumeDetectActive)
2344 pa.SetVolumeDetect(1);
2345 else
2346 pa.SetVolumeDetect(0);
1834 } 2347 }
1835 2348
1836 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2349 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1949,12 +2462,26 @@ namespace OpenSim.Region.Framework.Scenes
1949 2462
1950 public Vector3 GetGeometricCenter() 2463 public Vector3 GetGeometricCenter()
1951 { 2464 {
1952 PhysicsActor pa = PhysActor; 2465 // this is not real geometric center but a average of positions relative to root prim acording to
1953 2466 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1954 if (pa != null) 2467 // ignoring tortured prims details since sl also seems to ignore
1955 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2468 // so no real use in doing it on physics
1956 else 2469 if (ParentGroup.IsDeleted)
1957 return new Vector3(0, 0, 0); 2470 return new Vector3(0, 0, 0);
2471
2472 return ParentGroup.GetGeometricCenter();
2473
2474 /*
2475 PhysicsActor pa = PhysActor;
2476
2477 if (pa != null)
2478 {
2479 Vector3 vtmp = pa.CenterOfMass;
2480 return vtmp;
2481 }
2482 else
2483 return new Vector3(0, 0, 0);
2484 */
1958 } 2485 }
1959 2486
1960 public float GetMass() 2487 public float GetMass()
@@ -1967,14 +2494,43 @@ namespace OpenSim.Region.Framework.Scenes
1967 return 0; 2494 return 0;
1968 } 2495 }
1969 2496
1970 public Vector3 GetForce() 2497 public Vector3 GetCenterOfMass()
2498 {
2499 if (ParentGroup.RootPart == this)
2500 {
2501 if (ParentGroup.IsDeleted)
2502 return AbsolutePosition;
2503 return ParentGroup.GetCenterOfMass();
2504 }
2505
2506 PhysicsActor pa = PhysActor;
2507
2508 if (pa != null)
2509 {
2510 Vector3 tmp = pa.CenterOfMass;
2511 return tmp;
2512 }
2513 else
2514 return AbsolutePosition;
2515 }
2516
2517 public Vector3 GetPartCenterOfMass()
1971 { 2518 {
1972 PhysicsActor pa = PhysActor; 2519 PhysicsActor pa = PhysActor;
1973 2520
1974 if (pa != null) 2521 if (pa != null)
1975 return pa.Force; 2522 {
2523 Vector3 tmp = pa.CenterOfMass;
2524 return tmp;
2525 }
1976 else 2526 else
1977 return Vector3.Zero; 2527 return AbsolutePosition;
2528 }
2529
2530
2531 public Vector3 GetForce()
2532 {
2533 return Force;
1978 } 2534 }
1979 2535
1980 /// <summary> 2536 /// <summary>
@@ -2189,15 +2745,25 @@ namespace OpenSim.Region.Framework.Scenes
2189 2745
2190 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2746 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2191 { 2747 {
2192 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2748 bool sendToRoot = true;
2193 { 2749
2194 ColliderArgs LandCollidingMessage = new ColliderArgs(); 2750 ColliderArgs LandCollidingMessage = new ColliderArgs();
2195 List<DetectedObject> colliding = new List<DetectedObject>(); 2751 List<DetectedObject> colliding = new List<DetectedObject>();
2196 2752
2197 colliding.Add(CreateDetObjectForGround()); 2753 colliding.Add(CreateDetObjectForGround());
2198 LandCollidingMessage.Colliders = colliding; 2754 LandCollidingMessage.Colliders = colliding;
2199 2755
2756 if (Inventory.ContainsScripts())
2757 {
2758 if (!PassCollisions)
2759 sendToRoot = false;
2760 }
2761 if ((ScriptEvents & ev) != 0)
2200 notify(LocalId, LandCollidingMessage); 2762 notify(LocalId, LandCollidingMessage);
2763
2764 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2765 {
2766 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2201 } 2767 }
2202 } 2768 }
2203 2769
@@ -2213,57 +2779,120 @@ namespace OpenSim.Region.Framework.Scenes
2213 List<uint> endedColliders = new List<uint>(); 2779 List<uint> endedColliders = new List<uint>();
2214 List<uint> startedColliders = new List<uint>(); 2780 List<uint> startedColliders = new List<uint>();
2215 2781
2216 // calculate things that started colliding this time 2782 if (collissionswith.Count == 0)
2217 // and build up list of colliders this time
2218 foreach (uint localid in collissionswith.Keys)
2219 { 2783 {
2220 thisHitColliders.Add(localid); 2784 if (m_lastColliders.Count == 0)
2221 if (!m_lastColliders.Contains(localid)) 2785 return; // nothing to do
2222 startedColliders.Add(localid);
2223 }
2224 2786
2225 // calculate things that ended colliding 2787 foreach (uint localID in m_lastColliders)
2226 foreach (uint localID in m_lastColliders) 2788 {
2227 {
2228 if (!thisHitColliders.Contains(localID))
2229 endedColliders.Add(localID); 2789 endedColliders.Add(localID);
2790 }
2791 m_lastColliders.Clear();
2230 } 2792 }
2231 2793
2232 //add the items that started colliding this time to the last colliders list. 2794 else
2233 foreach (uint localID in startedColliders) 2795 {
2234 m_lastColliders.Add(localID); 2796 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2235 2797
2236 // remove things that ended colliding from the last colliders list 2798 // calculate things that started colliding this time
2237 foreach (uint localID in endedColliders) 2799 // and build up list of colliders this time
2238 m_lastColliders.Remove(localID); 2800 if (!VolumeDetectActive && CollisionSoundType >= 0)
2801 {
2802 CollisionForSoundInfo soundinfo;
2803 ContactPoint curcontact;
2239 2804
2240 // play the sound. 2805 foreach (uint id in collissionswith.Keys)
2241 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2806 {
2242 { 2807 thisHitColliders.Add(id);
2243 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); 2808 if (!m_lastColliders.Contains(id))
2244 if (soundModule != null) 2809 {
2810 startedColliders.Add(id);
2811
2812 curcontact = collissionswith[id];
2813 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2814 {
2815 soundinfo = new CollisionForSoundInfo();
2816 soundinfo.colliderID = id;
2817 soundinfo.position = curcontact.Position;
2818 soundinfo.relativeVel = curcontact.RelativeSpeed;
2819 soundinfolist.Add(soundinfo);
2820 }
2821 }
2822 }
2823 }
2824 else
2825 {
2826 foreach (uint id in collissionswith.Keys)
2827 {
2828 thisHitColliders.Add(id);
2829 if (!m_lastColliders.Contains(id))
2830 startedColliders.Add(id);
2831 }
2832 }
2833
2834 // calculate things that ended colliding
2835 foreach (uint localID in m_lastColliders)
2245 { 2836 {
2246 soundModule.SendSound(UUID, CollisionSound, 2837 if (!thisHitColliders.Contains(localID))
2247 CollisionSoundVolume, true, (byte)0, 0, false, 2838 endedColliders.Add(localID);
2248 false);
2249 } 2839 }
2840
2841 //add the items that started colliding this time to the last colliders list.
2842 foreach (uint localID in startedColliders)
2843 m_lastColliders.Add(localID);
2844
2845 // remove things that ended colliding from the last colliders list
2846 foreach (uint localID in endedColliders)
2847 m_lastColliders.Remove(localID);
2848
2849 // play sounds.
2850 if (soundinfolist.Count > 0)
2851 CollisionSounds.PartCollisionSound(this, soundinfolist);
2250 } 2852 }
2251 2853
2252 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2854 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2253 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2855 if (!VolumeDetectActive)
2856 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2254 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2857 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2255 2858
2256 if (startedColliders.Contains(0)) 2859 if (startedColliders.Contains(0))
2257 { 2860 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2258 if (m_lastColliders.Contains(0)) 2861 if (m_lastColliders.Contains(0))
2259 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2862 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2260 else
2261 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2262 }
2263 if (endedColliders.Contains(0)) 2863 if (endedColliders.Contains(0))
2264 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2864 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2265 } 2865 }
2266 2866
2867 // The Collision sounds code calls this
2868 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
2869 {
2870 if (soundID == UUID.Zero)
2871 return;
2872
2873 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
2874 if (soundModule == null)
2875 return;
2876
2877 if (volume > 1)
2878 volume = 1;
2879 if (volume < 0)
2880 volume = 0;
2881
2882 int now = Util.EnvironmentTickCount();
2883 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
2884 return;
2885
2886 LastColSoundSentTime = now;
2887
2888 UUID ownerID = OwnerID;
2889 UUID objectID = ParentGroup.RootPart.UUID;
2890 UUID parentID = ParentGroup.UUID;
2891 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
2892
2893 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
2894 }
2895
2267 public void PhysicsOutOfBounds(Vector3 pos) 2896 public void PhysicsOutOfBounds(Vector3 pos)
2268 { 2897 {
2269 // Note: This is only being called on the root prim at this time. 2898 // Note: This is only being called on the root prim at this time.
@@ -2285,9 +2914,9 @@ namespace OpenSim.Region.Framework.Scenes
2285 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2914 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2286 2915
2287 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2916 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2288 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2917 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2289 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2918 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2290 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2919 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2291 { 2920 {
2292 ParentGroup.AbsolutePosition = newpos; 2921 ParentGroup.AbsolutePosition = newpos;
2293 return; 2922 return;
@@ -2414,6 +3043,19 @@ namespace OpenSim.Region.Framework.Scenes
2414 APIDTarget = Quaternion.Identity; 3043 APIDTarget = Quaternion.Identity;
2415 } 3044 }
2416 3045
3046
3047
3048 public void ScheduleFullUpdateIfNone()
3049 {
3050 if (ParentGroup == null)
3051 return;
3052
3053// ??? ParentGroup.HasGroupChanged = true;
3054
3055 if (UpdateFlag != UpdateRequired.FULL)
3056 ScheduleFullUpdate();
3057 }
3058
2417 /// <summary> 3059 /// <summary>
2418 /// Schedules this prim for a full update 3060 /// Schedules this prim for a full update
2419 /// </summary> 3061 /// </summary>
@@ -2559,6 +3201,14 @@ namespace OpenSim.Region.Framework.Scenes
2559 if (ParentGroup == null) 3201 if (ParentGroup == null)
2560 return; 3202 return;
2561 3203
3204 // Update the "last" values
3205 m_lastPosition = OffsetPosition;
3206 m_lastRotation = RotationOffset;
3207 m_lastVelocity = Velocity;
3208 m_lastAcceleration = Acceleration;
3209 m_lastAngularVelocity = AngularVelocity;
3210 m_lastUpdateSentTime = Environment.TickCount;
3211
2562 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 3212 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
2563 { 3213 {
2564 SendFullUpdate(avatar.ControllingClient); 3214 SendFullUpdate(avatar.ControllingClient);
@@ -2617,8 +3267,8 @@ namespace OpenSim.Region.Framework.Scenes
2617 { 3267 {
2618 const float ROTATION_TOLERANCE = 0.01f; 3268 const float ROTATION_TOLERANCE = 0.01f;
2619 const float VELOCITY_TOLERANCE = 0.001f; 3269 const float VELOCITY_TOLERANCE = 0.001f;
2620 const float POSITION_TOLERANCE = 0.05f; 3270 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2621 const int TIME_MS_TOLERANCE = 3000; 3271 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2622 3272
2623 switch (UpdateFlag) 3273 switch (UpdateFlag)
2624 { 3274 {
@@ -2632,17 +3282,10 @@ namespace OpenSim.Region.Framework.Scenes
2632 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || 3282 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
2633 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || 3283 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
2634 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 3284 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
2635 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3285 Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE)
2636 { 3286 {
2637 SendTerseUpdateToAllClients(); 3287 SendTerseUpdateToAllClients();
2638 3288
2639 // Update the "last" values
2640 m_lastPosition = OffsetPosition;
2641 m_lastRotation = RotationOffset;
2642 m_lastVelocity = Velocity;
2643 m_lastAcceleration = Acceleration;
2644 m_lastAngularVelocity = AngularVelocity;
2645 m_lastTerseSent = Environment.TickCount;
2646 } 3289 }
2647 break; 3290 break;
2648 } 3291 }
@@ -2660,6 +3303,17 @@ namespace OpenSim.Region.Framework.Scenes
2660 /// </summary> 3303 /// </summary>
2661 public void SendTerseUpdateToAllClients() 3304 public void SendTerseUpdateToAllClients()
2662 { 3305 {
3306 if (ParentGroup == null || ParentGroup.Scene == null)
3307 return;
3308
3309 // Update the "last" values
3310 m_lastPosition = OffsetPosition;
3311 m_lastRotation = RotationOffset;
3312 m_lastVelocity = Velocity;
3313 m_lastAcceleration = Acceleration;
3314 m_lastAngularVelocity = AngularVelocity;
3315 m_lastUpdateSentTime = Environment.TickCount;
3316
2663 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) 3317 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
2664 { 3318 {
2665 SendTerseUpdateToClient(client); 3319 SendTerseUpdateToClient(client);
@@ -2683,10 +3337,13 @@ namespace OpenSim.Region.Framework.Scenes
2683 3337
2684 public void SetBuoyancy(float fvalue) 3338 public void SetBuoyancy(float fvalue)
2685 { 3339 {
2686 PhysicsActor pa = PhysActor; 3340 Buoyancy = fvalue;
2687 3341/*
2688 if (pa != null) 3342 if (PhysActor != null)
2689 pa.Buoyancy = fvalue; 3343 {
3344 PhysActor.Buoyancy = fvalue;
3345 }
3346 */
2690 } 3347 }
2691 3348
2692 public void SetDieAtEdge(bool p) 3349 public void SetDieAtEdge(bool p)
@@ -2702,47 +3359,111 @@ namespace OpenSim.Region.Framework.Scenes
2702 PhysicsActor pa = PhysActor; 3359 PhysicsActor pa = PhysActor;
2703 3360
2704 if (pa != null) 3361 if (pa != null)
2705 pa.FloatOnWater = floatYN == 1; 3362 pa.FloatOnWater = (floatYN == 1);
2706 } 3363 }
2707 3364
2708 public void SetForce(Vector3 force) 3365 public void SetForce(Vector3 force)
2709 { 3366 {
2710 PhysicsActor pa = PhysActor; 3367 Force = force;
3368 }
2711 3369
2712 if (pa != null) 3370 public SOPVehicle VehicleParams
2713 pa.Force = force; 3371 {
3372 get
3373 {
3374 return m_vehicleParams;
3375 }
3376 set
3377 {
3378 m_vehicleParams = value;
3379 }
3380 }
3381
3382
3383 public int VehicleType
3384 {
3385 get
3386 {
3387 if (m_vehicleParams == null)
3388 return (int)Vehicle.TYPE_NONE;
3389 else
3390 return (int)m_vehicleParams.Type;
3391 }
3392 set
3393 {
3394 SetVehicleType(value);
3395 }
2714 } 3396 }
2715 3397
2716 public void SetVehicleType(int type) 3398 public void SetVehicleType(int type)
2717 { 3399 {
2718 PhysicsActor pa = PhysActor; 3400 m_vehicleParams = null;
3401
3402 if (type == (int)Vehicle.TYPE_NONE)
3403 {
3404 if (_parentID ==0 && PhysActor != null)
3405 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3406 return;
3407 }
3408 m_vehicleParams = new SOPVehicle();
3409 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3410 {
3411 if (_parentID ==0 && PhysActor != null)
3412 PhysActor.VehicleType = type;
3413 return;
3414 }
3415 }
2719 3416
2720 if (pa != null) 3417 public void SetVehicleFlags(int param, bool remove)
2721 pa.VehicleType = type; 3418 {
3419 if (m_vehicleParams == null)
3420 return;
3421
3422 m_vehicleParams.ProcessVehicleFlags(param, remove);
3423
3424 if (_parentID ==0 && PhysActor != null)
3425 {
3426 PhysActor.VehicleFlags(param, remove);
3427 }
2722 } 3428 }
2723 3429
2724 public void SetVehicleFloatParam(int param, float value) 3430 public void SetVehicleFloatParam(int param, float value)
2725 { 3431 {
2726 PhysicsActor pa = PhysActor; 3432 if (m_vehicleParams == null)
3433 return;
2727 3434
2728 if (pa != null) 3435 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2729 pa.VehicleFloatParam(param, value); 3436
3437 if (_parentID == 0 && PhysActor != null)
3438 {
3439 PhysActor.VehicleFloatParam(param, value);
3440 }
2730 } 3441 }
2731 3442
2732 public void SetVehicleVectorParam(int param, Vector3 value) 3443 public void SetVehicleVectorParam(int param, Vector3 value)
2733 { 3444 {
2734 PhysicsActor pa = PhysActor; 3445 if (m_vehicleParams == null)
3446 return;
2735 3447
2736 if (pa != null) 3448 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2737 pa.VehicleVectorParam(param, value); 3449
3450 if (_parentID == 0 && PhysActor != null)
3451 {
3452 PhysActor.VehicleVectorParam(param, value);
3453 }
2738 } 3454 }
2739 3455
2740 public void SetVehicleRotationParam(int param, Quaternion rotation) 3456 public void SetVehicleRotationParam(int param, Quaternion rotation)
2741 { 3457 {
2742 PhysicsActor pa = PhysActor; 3458 if (m_vehicleParams == null)
3459 return;
2743 3460
2744 if (pa != null) 3461 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2745 pa.VehicleRotationParam(param, rotation); 3462
3463 if (_parentID == 0 && PhysActor != null)
3464 {
3465 PhysActor.VehicleRotationParam(param, rotation);
3466 }
2746 } 3467 }
2747 3468
2748 /// <summary> 3469 /// <summary>
@@ -2943,14 +3664,6 @@ namespace OpenSim.Region.Framework.Scenes
2943 hasProfileCut = hasDimple; // is it the same thing? 3664 hasProfileCut = hasDimple; // is it the same thing?
2944 } 3665 }
2945 3666
2946 public void SetVehicleFlags(int param, bool remove)
2947 {
2948 PhysicsActor pa = PhysActor;
2949
2950 if (pa != null)
2951 pa.VehicleFlags(param, remove);
2952 }
2953
2954 public void SetGroup(UUID groupID, IClientAPI client) 3667 public void SetGroup(UUID groupID, IClientAPI client)
2955 { 3668 {
2956 // Scene.AddNewPrims() calls with client == null so can't use this. 3669 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3054,67 +3767,16 @@ namespace OpenSim.Region.Framework.Scenes
3054 //ParentGroup.ScheduleGroupForFullUpdate(); 3767 //ParentGroup.ScheduleGroupForFullUpdate();
3055 } 3768 }
3056 3769
3057 public void StoreUndoState() 3770 public void StoreUndoState(ObjectChangeType change)
3058 {
3059 StoreUndoState(false);
3060 }
3061
3062 public void StoreUndoState(bool forGroup)
3063 { 3771 {
3064 if (ParentGroup == null || ParentGroup.Scene == null) 3772 if (m_UndoRedo == null)
3065 return; 3773 m_UndoRedo = new UndoRedoState(5);
3066
3067 if (Undoing)
3068 {
3069// m_log.DebugFormat(
3070// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3071 return;
3072 }
3073
3074 if (IgnoreUndoUpdate)
3075 {
3076// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3077 return;
3078 }
3079 3774
3080 lock (m_undo) 3775 lock (m_UndoRedo)
3081 { 3776 {
3082 if (m_undo.Count > 0) 3777 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3083 {
3084 UndoState last = m_undo[m_undo.Count - 1];
3085 if (last != null)
3086 {
3087 // TODO: May need to fix for group comparison
3088 if (last.Compare(this))
3089 {
3090// m_log.DebugFormat(
3091// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3092// Name, LocalId, m_undo.Count);
3093
3094 return;
3095 }
3096 }
3097 }
3098
3099// m_log.DebugFormat(
3100// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3101// Name, LocalId, forGroup, m_undo.Count);
3102
3103 if (ParentGroup.Scene.MaxUndoCount > 0)
3104 { 3778 {
3105 UndoState nUndo = new UndoState(this, forGroup); 3779 m_UndoRedo.StoreUndo(this, change);
3106
3107 m_undo.Add(nUndo);
3108
3109 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3110 m_undo.RemoveAt(0);
3111
3112 if (m_redo.Count > 0)
3113 m_redo.Clear();
3114
3115// m_log.DebugFormat(
3116// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3117// Name, LocalId, forGroup, m_undo.Count);
3118 } 3780 }
3119 } 3781 }
3120 } 3782 }
@@ -3126,88 +3788,46 @@ namespace OpenSim.Region.Framework.Scenes
3126 { 3788 {
3127 get 3789 get
3128 { 3790 {
3129 lock (m_undo) 3791 if (m_UndoRedo == null)
3130 return m_undo.Count; 3792 return 0;
3793 return m_UndoRedo.Count;
3131 } 3794 }
3132 } 3795 }
3133 3796
3134 public void Undo() 3797 public void Undo()
3135 { 3798 {
3136 lock (m_undo) 3799 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3137 { 3800 return;
3138// m_log.DebugFormat(
3139// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3140// Name, LocalId, m_undo.Count);
3141
3142 if (m_undo.Count > 0)
3143 {
3144 UndoState goback = m_undo[m_undo.Count - 1];
3145 m_undo.RemoveAt(m_undo.Count - 1);
3146
3147 UndoState nUndo = null;
3148
3149 if (ParentGroup.Scene.MaxUndoCount > 0)
3150 {
3151 nUndo = new UndoState(this, goback.ForGroup);
3152 }
3153
3154 goback.PlaybackState(this);
3155
3156 if (nUndo != null)
3157 {
3158 m_redo.Add(nUndo);
3159
3160 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3161 m_redo.RemoveAt(0);
3162 }
3163 }
3164 3801
3165// m_log.DebugFormat( 3802 lock (m_UndoRedo)
3166// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3803 {
3167// Name, LocalId, m_undo.Count); 3804 Undoing = true;
3805 m_UndoRedo.Undo(this);
3806 Undoing = false;
3168 } 3807 }
3169 } 3808 }
3170 3809
3171 public void Redo() 3810 public void Redo()
3172 { 3811 {
3173 lock (m_undo) 3812 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3174 { 3813 return;
3175// m_log.DebugFormat(
3176// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3177// Name, LocalId, m_redo.Count);
3178
3179 if (m_redo.Count > 0)
3180 {
3181 UndoState gofwd = m_redo[m_redo.Count - 1];
3182 m_redo.RemoveAt(m_redo.Count - 1);
3183
3184 if (ParentGroup.Scene.MaxUndoCount > 0)
3185 {
3186 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3187
3188 m_undo.Add(nUndo);
3189
3190 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3191 m_undo.RemoveAt(0);
3192 }
3193
3194 gofwd.PlayfwdState(this);
3195 3814
3196// m_log.DebugFormat( 3815 lock (m_UndoRedo)
3197// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3816 {
3198// Name, LocalId, m_redo.Count); 3817 Undoing = true;
3199 } 3818 m_UndoRedo.Redo(this);
3819 Undoing = false;
3200 } 3820 }
3201 } 3821 }
3202 3822
3203 public void ClearUndoState() 3823 public void ClearUndoState()
3204 { 3824 {
3205// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3825 if (m_UndoRedo == null || Undoing)
3826 return;
3206 3827
3207 lock (m_undo) 3828 lock (m_UndoRedo)
3208 { 3829 {
3209 m_undo.Clear(); 3830 m_UndoRedo.Clear();
3210 m_redo.Clear();
3211 } 3831 }
3212 } 3832 }
3213 3833
@@ -3757,7 +4377,7 @@ namespace OpenSim.Region.Framework.Scenes
3757 if (god) 4377 if (god)
3758 { 4378 {
3759 BaseMask = ApplyMask(BaseMask, set, mask); 4379 BaseMask = ApplyMask(BaseMask, set, mask);
3760 Inventory.ApplyGodPermissions(_baseMask); 4380 Inventory.ApplyGodPermissions(BaseMask);
3761 } 4381 }
3762 4382
3763 break; 4383 break;
@@ -3776,7 +4396,7 @@ namespace OpenSim.Region.Framework.Scenes
3776 case 16: 4396 case 16:
3777 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & 4397 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
3778 baseMask; 4398 baseMask;
3779 // Prevent the client from creating no mod, no copy 4399 // Prevent the client from creating no copy, no transfer
3780 // objects 4400 // objects
3781 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) 4401 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
3782 NextOwnerMask |= (uint)PermissionMask.Transfer; 4402 NextOwnerMask |= (uint)PermissionMask.Transfer;
@@ -3794,20 +4414,20 @@ namespace OpenSim.Region.Framework.Scenes
3794 { 4414 {
3795 bool update = false; 4415 bool update = false;
3796 4416
3797 if (BaseMask != source.BaseMask || 4417 uint prevOwnerMask = OwnerMask;
3798 OwnerMask != source.OwnerMask || 4418 uint prevGroupMask = GroupMask;
3799 GroupMask != source.GroupMask || 4419 uint prevEveryoneMask = EveryoneMask;
3800 EveryoneMask != source.EveryoneMask || 4420 uint prevNextOwnerMask = NextOwnerMask;
3801 NextOwnerMask != source.NextOwnerMask)
3802 update = true;
3803 4421
3804 BaseMask = source.BaseMask; 4422 OwnerMask = source.OwnerMask & BaseMask;
3805 OwnerMask = source.OwnerMask; 4423 GroupMask = source.GroupMask & BaseMask;
3806 GroupMask = source.GroupMask; 4424 EveryoneMask = source.EveryoneMask & BaseMask;
3807 EveryoneMask = source.EveryoneMask; 4425 NextOwnerMask = source.NextOwnerMask & BaseMask;
3808 NextOwnerMask = source.NextOwnerMask;
3809 4426
3810 if (update) 4427 if (OwnerMask != prevOwnerMask ||
4428 GroupMask != prevGroupMask ||
4429 EveryoneMask != prevEveryoneMask ||
4430 NextOwnerMask != prevNextOwnerMask)
3811 SendFullUpdateToAllClients(); 4431 SendFullUpdateToAllClients();
3812 } 4432 }
3813 4433
@@ -3858,6 +4478,27 @@ namespace OpenSim.Region.Framework.Scenes
3858 } 4478 }
3859 } 4479 }
3860 4480
4481
4482 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4483 {
4484 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4485 return;
4486
4487 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4488 {
4489 PhysicsShapeType = (byte)physdata.PhysShapeType;
4490
4491 }
4492
4493 if(Density != physdata.Density)
4494 Density = physdata.Density;
4495 if(GravityModifier != physdata.GravitationModifier)
4496 GravityModifier = physdata.GravitationModifier;
4497 if(Friction != physdata.Friction)
4498 Friction = physdata.Friction;
4499 if(Bounciness != physdata.Bounce)
4500 Bounciness = physdata.Bounce;
4501 }
3861 /// <summary> 4502 /// <summary>
3862 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4503 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
3863 /// </summary> 4504 /// </summary>
@@ -3865,7 +4506,7 @@ namespace OpenSim.Region.Framework.Scenes
3865 /// <param name="SetTemporary"></param> 4506 /// <param name="SetTemporary"></param>
3866 /// <param name="SetPhantom"></param> 4507 /// <param name="SetPhantom"></param>
3867 /// <param name="SetVD"></param> 4508 /// <param name="SetVD"></param>
3868 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4509 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
3869 { 4510 {
3870 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4511 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
3871 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4512 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -3875,214 +4516,230 @@ namespace OpenSim.Region.Framework.Scenes
3875 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4516 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
3876 return; 4517 return;
3877 4518
3878 PhysicsActor pa = PhysActor; 4519 VolumeDetectActive = SetVD;
3879
3880 // Special cases for VD. VD can only be called from a script
3881 // and can't be combined with changes to other states. So we can rely
3882 // that...
3883 // ... if VD is changed, all others are not.
3884 // ... if one of the others is changed, VD is not.
3885 if (SetVD) // VD is active, special logic applies
3886 {
3887 // State machine logic for VolumeDetect
3888 // More logic below
3889 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
3890
3891 if (phanReset) // Phantom changes from on to off switch VD off too
3892 {
3893 SetVD = false; // Switch it of for the course of this routine
3894 VolumeDetectActive = false; // and also permanently
3895
3896 if (pa != null)
3897 pa.SetVolumeDetect(0); // Let physics know about it too
3898 }
3899 else
3900 {
3901 // If volumedetect is active we don't want phantom to be applied.
3902 // If this is a new call to VD out of the state "phantom"
3903 // this will also cause the prim to be visible to physics
3904 SetPhantom = false;
3905 }
3906 }
3907 4520
3908 if (UsePhysics && IsJoint()) 4521 // volume detector implies phantom
3909 { 4522 if (VolumeDetectActive)
3910 SetPhantom = true; 4523 SetPhantom = true;
3911 }
3912 4524
3913 if (UsePhysics) 4525 if (UsePhysics)
3914 {
3915 AddFlag(PrimFlags.Physics); 4526 AddFlag(PrimFlags.Physics);
3916 if (!wasUsingPhysics)
3917 {
3918 DoPhysicsPropertyUpdate(UsePhysics, false);
3919 }
3920 }
3921 else 4527 else
3922 {
3923 RemFlag(PrimFlags.Physics); 4528 RemFlag(PrimFlags.Physics);
3924 if (wasUsingPhysics)
3925 {
3926 DoPhysicsPropertyUpdate(UsePhysics, false);
3927 }
3928 }
3929 4529
3930 if (SetPhantom 4530 if (SetPhantom)
3931 || ParentGroup.IsAttachment
3932 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
3933 {
3934 AddFlag(PrimFlags.Phantom); 4531 AddFlag(PrimFlags.Phantom);
3935 4532 else
3936 if (PhysActor != null)
3937 {
3938 RemoveFromPhysics();
3939 pa = null;
3940 }
3941 }
3942 else // Not phantom
3943 {
3944 RemFlag(PrimFlags.Phantom); 4533 RemFlag(PrimFlags.Phantom);
3945 4534
3946 if (ParentGroup.Scene == null) 4535 if (SetTemporary)
3947 return; 4536 AddFlag(PrimFlags.TemporaryOnRez);
4537 else
4538 RemFlag(PrimFlags.TemporaryOnRez);
3948 4539
3949 if (ParentGroup.Scene.CollidablePrims && pa == null)
3950 {
3951 pa = AddToPhysics(UsePhysics);
3952 4540
3953 if (pa != null) 4541 if (ParentGroup.Scene == null)
3954 { 4542 return;
3955 pa.SetMaterial(Material);
3956 DoPhysicsPropertyUpdate(UsePhysics, true);
3957
3958 if (
3959 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
3960 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
3961 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
3962 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
3963 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
3964 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
3965 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
3966 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
3967 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
3968 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
3969 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
3970 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
3971 (CollisionSound != UUID.Zero)
3972 )
3973 {
3974 pa.OnCollisionUpdate += PhysicsCollision;
3975 pa.SubscribeEvents(1000);
3976 }
3977 }
3978 }
3979 else // it already has a physical representation
3980 {
3981 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
3982 }
3983 }
3984 4543
3985 if (SetVD) 4544 PhysicsActor pa = PhysActor;
4545
4546 if (pa != null && building && pa.Building != building)
4547 pa.Building = building;
4548
4549 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4550 || (Shape.PathCurve == (byte)Extrusion.Flexible))
3986 { 4551 {
3987 // If the above logic worked (this is urgent candidate to unit tests!)
3988 // we now have a physicsactor.
3989 // Defensive programming calls for a check here.
3990 // Better would be throwing an exception that could be catched by a unit test as the internal
3991 // logic should make sure, this Physactor is always here.
3992 if (pa != null) 4552 if (pa != null)
3993 { 4553 {
3994 pa.SetVolumeDetect(1); 4554 if(wasUsingPhysics)
3995 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4555 ParentGroup.Scene.RemovePhysicalPrim(1);
3996 VolumeDetectActive = true; 4556 RemoveFromPhysics();
3997 } 4557 }
4558
4559 Velocity = new Vector3(0, 0, 0);
4560 Acceleration = new Vector3(0, 0, 0);
4561 if (ParentGroup.RootPart == this)
4562 AngularVelocity = new Vector3(0, 0, 0);
3998 } 4563 }
3999 else if (SetVD != wasVD) 4564 else if (SetVD != wasVD)
4000 { 4565 {
4001 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 4566 if (ParentGroup.Scene.CollidablePrims)
4002 // (mumbles, well, at least if you have infinte CPU powers :-)) 4567 {
4003 if (pa != null) 4568 if (pa == null)
4004 pa.SetVolumeDetect(0); 4569 {
4570 AddToPhysics(UsePhysics, SetPhantom, building, false);
4571 pa = PhysActor;
4572/*
4573 if (pa != null)
4574 {
4575 if (
4576// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4577// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4578// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4579// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4580// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4581// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4582 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4583 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4584 (CollisionSound != UUID.Zero)
4585 )
4586 {
4587 pa.OnCollisionUpdate += PhysicsCollision;
4588 pa.SubscribeEvents(1000);
4589 }
4590 }
4591*/
4592 }
4593 else // it already has a physical representation
4594 {
4595 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4596/* moved into DoPhysicsPropertyUpdate
4597 if(VolumeDetectActive)
4598 pa.SetVolumeDetect(1);
4599 else
4600 pa.SetVolumeDetect(0);
4601*/
4005 4602
4006 RemFlag(PrimFlags.Phantom); 4603 if (pa.Building != building)
4007 VolumeDetectActive = false; 4604 pa.Building = building;
4008 } 4605 }
4009 4606
4010 if (SetTemporary) 4607 UpdatePhysicsSubscribedEvents();
4011 { 4608 }
4012 AddFlag(PrimFlags.TemporaryOnRez); 4609 }
4013 }
4014 else
4015 {
4016 RemFlag(PrimFlags.TemporaryOnRez);
4017 }
4018 4610
4019 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4611 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4020 4612
4613 // and last in case we have a new actor and not building
4614
4021 if (ParentGroup != null) 4615 if (ParentGroup != null)
4022 { 4616 {
4023 ParentGroup.HasGroupChanged = true; 4617 ParentGroup.HasGroupChanged = true;
4024 ScheduleFullUpdate(); 4618 ScheduleFullUpdate();
4025 } 4619 }
4026 4620
4027// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4621// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4028 } 4622 }
4029 4623
4030 /// <summary> 4624 /// <summary>
4031 /// Adds this part to the physics scene. 4625 /// Adds this part to the physics scene.
4626 /// and sets the PhysActor property
4032 /// </summary> 4627 /// </summary>
4033 /// <remarks>This method also sets the PhysActor property.</remarks> 4628 /// <param name="isPhysical">Add this prim as physical.</param>
4034 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4629 /// <param name="isPhantom">Add this prim as phantom.</param>
4035 /// <returns> 4630 /// <param name="building">tells physics to delay full construction of object</param>
4036 /// The physics actor. null if there was a failure. 4631 /// <param name="applyDynamics">applies velocities, force and torque</param>
4037 /// </returns> 4632 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4038 private PhysicsActor AddToPhysics(bool rigidBody) 4633 {
4039 {
4040 PhysicsActor pa; 4634 PhysicsActor pa;
4041 4635
4636 Vector3 velocity = Velocity;
4637 Vector3 rotationalVelocity = AngularVelocity;;
4638
4042 try 4639 try
4043 { 4640 {
4044 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4641 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4045 string.Format("{0}/{1}", Name, UUID), 4642 string.Format("{0}/{1}", Name, UUID),
4046 Shape, 4643 Shape,
4047 AbsolutePosition, 4644 AbsolutePosition,
4048 Scale, 4645 Scale,
4049 RotationOffset, 4646 GetWorldRotation(),
4050 rigidBody, 4647 isPhysical,
4051 m_localId); 4648 isPhantom,
4052 } 4649 PhysicsShapeType,
4053 catch 4650 m_localId);
4054 { 4651 }
4055 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4652 catch (Exception e)
4653 {
4654 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
4056 pa = null; 4655 pa = null;
4057 } 4656 }
4058 4657
4059 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4060 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4061 // being set.
4062 PhysActor = pa;
4063
4064 // Basic Physics can also return null as well as an exception catch.
4065 if (pa != null) 4658 if (pa != null)
4066 { 4659 {
4067 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4660 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4068 pa.SetMaterial(Material); 4661 pa.SetMaterial(Material);
4069 DoPhysicsPropertyUpdate(rigidBody, true); 4662
4663 if (VolumeDetectActive) // change if not the default only
4664 pa.SetVolumeDetect(1);
4665
4666 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4667 m_vehicleParams.SetVehicle(pa);
4668
4669 // we are going to tell rest of code about physics so better have this here
4670 PhysActor = pa;
4671
4672 // DoPhysicsPropertyUpdate(isPhysical, true);
4673 // lets expand it here just with what it really needs to do
4674
4675 if (isPhysical)
4676 {
4677 if (ParentGroup.RootPart.KeyframeMotion != null)
4678 ParentGroup.RootPart.KeyframeMotion.Stop();
4679 ParentGroup.RootPart.KeyframeMotion = null;
4680 ParentGroup.Scene.AddPhysicalPrim(1);
4681
4682 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4683 pa.OnOutOfBounds += PhysicsOutOfBounds;
4684
4685 if (ParentID != 0 && ParentID != LocalId)
4686 {
4687 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4688
4689 if (parentPa != null)
4690 {
4691 pa.link(parentPa);
4692 }
4693 }
4694 }
4695
4696 if (applyDynamics)
4697 // do independent of isphysical so parameters get setted (at least some)
4698 {
4699 Velocity = velocity;
4700 AngularVelocity = rotationalVelocity;
4701// pa.Velocity = velocity;
4702 pa.RotationalVelocity = rotationalVelocity;
4703
4704 // if not vehicle and root part apply force and torque
4705 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4706 && LocalId == ParentGroup.RootPart.LocalId)
4707 {
4708 pa.Force = Force;
4709 pa.Torque = Torque;
4710 }
4711 }
4712
4713// if (Shape.SculptEntry)
4714// CheckSculptAndLoad();
4715// else
4716 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4717
4718 if (!building)
4719 pa.Building = false;
4070 } 4720 }
4071 4721
4072 return pa; 4722 PhysActor = pa;
4073 } 4723 }
4074 4724
4075 /// <summary> 4725 /// <summary>
4076 /// This removes the part from the physics scene. 4726 /// This removes the part from the physics scene.
4077 /// </summary> 4727 /// </summary>
4078 /// <remarks> 4728 /// <remarks>
4079 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4729 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4080 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4730 /// representation for collision detection.
4081 /// phantom.
4082 /// </remarks> 4731 /// </remarks>
4083 public void RemoveFromPhysics() 4732 public void RemoveFromPhysics()
4084 { 4733 {
4085 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4734 PhysicsActor pa = PhysActor;
4735 if (pa != null)
4736 {
4737 pa.OnCollisionUpdate -= PhysicsCollision;
4738 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4739 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4740
4741 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4742 }
4086 PhysActor = null; 4743 PhysActor = null;
4087 } 4744 }
4088 4745
@@ -4214,6 +4871,8 @@ namespace OpenSim.Region.Framework.Scenes
4214 { 4871 {
4215// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4872// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4216 4873
4874 return;
4875
4217 if (ParentGroup.IsDeleted) 4876 if (ParentGroup.IsDeleted)
4218 return; 4877 return;
4219 4878
@@ -4294,6 +4953,44 @@ namespace OpenSim.Region.Framework.Scenes
4294 ScheduleFullUpdate(); 4953 ScheduleFullUpdate();
4295 } 4954 }
4296 4955
4956
4957 private void UpdatePhysicsSubscribedEvents()
4958 {
4959 PhysicsActor pa = PhysActor;
4960 if (pa == null)
4961 return;
4962
4963 pa.OnCollisionUpdate -= PhysicsCollision;
4964
4965 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
4966
4967 scriptEvents CombinedEvents = AggregateScriptEvents;
4968
4969 // merge with root part
4970 if (ParentGroup != null && ParentGroup.RootPart != null)
4971 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
4972
4973 // submit to this part case
4974 if (VolumeDetectActive)
4975 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
4976 else if ((Flags & PrimFlags.Phantom) != 0)
4977 CombinedEvents &= PhyscicsPhantonSubsEvents;
4978 else
4979 CombinedEvents &= PhysicsNeededSubsEvents;
4980
4981 if (hassound || CombinedEvents != 0)
4982 {
4983 // subscribe to physics updates.
4984 pa.OnCollisionUpdate += PhysicsCollision;
4985 pa.SubscribeEvents(50); // 20 reports per second
4986 }
4987 else
4988 {
4989 pa.UnSubscribeEvents();
4990 }
4991 }
4992
4993
4297 public void aggregateScriptEvents() 4994 public void aggregateScriptEvents()
4298 { 4995 {
4299 if (ParentGroup == null || ParentGroup.RootPart == null) 4996 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4330,40 +5027,32 @@ namespace OpenSim.Region.Framework.Scenes
4330 { 5027 {
4331 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5028 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4332 } 5029 }
4333 5030/*
4334 PhysicsActor pa = PhysActor; 5031 PhysicsActor pa = PhysActor;
4335 5032 if (pa != null)
4336 if (
4337 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4338 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4339 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4340 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4341 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4342 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4343 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4344 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4345 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4346 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4347 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4348 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4349 (CollisionSound != UUID.Zero)
4350 )
4351 { 5033 {
4352 // subscribe to physics updates. 5034 if (
4353 if (pa != null) 5035// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5036// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5037// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5038// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5039// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5040// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5041 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5042 )
4354 { 5043 {
5044 // subscribe to physics updates.
4355 pa.OnCollisionUpdate += PhysicsCollision; 5045 pa.OnCollisionUpdate += PhysicsCollision;
4356 pa.SubscribeEvents(1000); 5046 pa.SubscribeEvents(1000);
4357 } 5047 }
4358 } 5048 else
4359 else
4360 {
4361 if (pa != null)
4362 { 5049 {
4363 pa.UnSubscribeEvents(); 5050 pa.UnSubscribeEvents();
4364 pa.OnCollisionUpdate -= PhysicsCollision; 5051 pa.OnCollisionUpdate -= PhysicsCollision;
4365 } 5052 }
4366 } 5053 }
5054 */
5055 UpdatePhysicsSubscribedEvents();
4367 5056
4368 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5057 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4369 //{ 5058 //{
@@ -4494,6 +5183,18 @@ namespace OpenSim.Region.Framework.Scenes
4494 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5183 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4495 } 5184 }
4496 5185
5186 public void ResetOwnerChangeFlag()
5187 {
5188 List<UUID> inv = Inventory.GetInventoryList();
5189
5190 foreach (UUID itemID in inv)
5191 {
5192 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5193 item.OwnerChanged = false;
5194 Inventory.UpdateInventoryItem(item, false, false);
5195 }
5196 }
5197
4497 /// <summary> 5198 /// <summary>
4498 /// Record an avatar sitting on this part. 5199 /// Record an avatar sitting on this part.
4499 /// </summary> 5200 /// </summary>
@@ -4587,4 +5288,4 @@ namespace OpenSim.Region.Framework.Scenes
4587 } 5288 }
4588 } 5289 }
4589 } 5290 }
4590} \ No newline at end of file 5291}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index db723fa..3a9a146 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,7 +87,9 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
@@ -133,38 +138,45 @@ namespace OpenSim.Region.Framework.Scenes
133 public void ResetInventoryIDs() 138 public void ResetInventoryIDs()
134 { 139 {
135 if (null == m_part) 140 if (null == m_part)
136 return; 141 m_items.LockItemsForWrite(true);
137 142
138 lock (m_items) 143 if (Items.Count == 0)
139 { 144 {
140 if (0 == m_items.Count) 145 m_items.LockItemsForWrite(false);
141 return; 146 return;
147 }
142 148
143 IList<TaskInventoryItem> items = GetInventoryItems(); 149 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
144 m_items.Clear(); 150 Items.Clear();
145 151
146 foreach (TaskInventoryItem item in items) 152 foreach (TaskInventoryItem item in items)
147 { 153 {
148 item.ResetIDs(m_part.UUID); 154 item.ResetIDs(m_part.UUID);
149 m_items.Add(item.ItemID, item); 155 Items.Add(item.ItemID, item);
150 }
151 } 156 }
157 m_items.LockItemsForWrite(false);
152 } 158 }
153 159
154 public void ResetObjectID() 160 public void ResetObjectID()
155 { 161 {
156 lock (Items) 162 m_items.LockItemsForWrite(true);
163
164 if (Items.Count == 0)
157 { 165 {
158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 166 m_items.LockItemsForWrite(false);
159 Items.Clear(); 167 return;
160
161 foreach (TaskInventoryItem item in items)
162 {
163 item.ParentPartID = m_part.UUID;
164 item.ParentID = m_part.UUID;
165 Items.Add(item.ItemID, item);
166 }
167 } 168 }
169
170 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
171 Items.Clear();
172
173 foreach (TaskInventoryItem item in items)
174 {
175 item.ParentPartID = m_part.UUID;
176 item.ParentID = m_part.UUID;
177 Items.Add(item.ItemID, item);
178 }
179 m_items.LockItemsForWrite(false);
168 } 180 }
169 181
170 /// <summary> 182 /// <summary>
@@ -173,17 +185,14 @@ namespace OpenSim.Region.Framework.Scenes
173 /// <param name="ownerId"></param> 185 /// <param name="ownerId"></param>
174 public void ChangeInventoryOwner(UUID ownerId) 186 public void ChangeInventoryOwner(UUID ownerId)
175 { 187 {
176 lock (Items) 188 List<TaskInventoryItem> items = GetInventoryItems();
177 { 189
178 if (0 == Items.Count) 190 if (items.Count == 0)
179 { 191 return;
180 return;
181 }
182 }
183 192
193 m_items.LockItemsForWrite(true);
184 HasInventoryChanged = true; 194 HasInventoryChanged = true;
185 m_part.ParentGroup.HasGroupChanged = true; 195 m_part.ParentGroup.HasGroupChanged = true;
186 List<TaskInventoryItem> items = GetInventoryItems();
187 foreach (TaskInventoryItem item in items) 196 foreach (TaskInventoryItem item in items)
188 { 197 {
189 if (ownerId != item.OwnerID) 198 if (ownerId != item.OwnerID)
@@ -194,6 +203,7 @@ namespace OpenSim.Region.Framework.Scenes
194 item.PermsGranter = UUID.Zero; 203 item.PermsGranter = UUID.Zero;
195 item.OwnerChanged = true; 204 item.OwnerChanged = true;
196 } 205 }
206 m_items.LockItemsForWrite(false);
197 } 207 }
198 208
199 /// <summary> 209 /// <summary>
@@ -202,12 +212,11 @@ namespace OpenSim.Region.Framework.Scenes
202 /// <param name="groupID"></param> 212 /// <param name="groupID"></param>
203 public void ChangeInventoryGroup(UUID groupID) 213 public void ChangeInventoryGroup(UUID groupID)
204 { 214 {
205 lock (Items) 215 m_items.LockItemsForWrite(true);
216 if (0 == Items.Count)
206 { 217 {
207 if (0 == Items.Count) 218 m_items.LockItemsForWrite(false);
208 { 219 return;
209 return;
210 }
211 } 220 }
212 221
213 // Don't let this set the HasGroupChanged flag for attachments 222 // Don't let this set the HasGroupChanged flag for attachments
@@ -219,12 +228,15 @@ namespace OpenSim.Region.Framework.Scenes
219 m_part.ParentGroup.HasGroupChanged = true; 228 m_part.ParentGroup.HasGroupChanged = true;
220 } 229 }
221 230
222 List<TaskInventoryItem> items = GetInventoryItems(); 231 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
223 foreach (TaskInventoryItem item in items) 232 foreach (TaskInventoryItem item in items)
224 { 233 {
225 if (groupID != item.GroupID) 234 if (groupID != item.GroupID)
235 {
226 item.GroupID = groupID; 236 item.GroupID = groupID;
237 }
227 } 238 }
239 m_items.LockItemsForWrite(false);
228 } 240 }
229 241
230 private void QueryScriptStates() 242 private void QueryScriptStates()
@@ -232,15 +244,18 @@ namespace OpenSim.Region.Framework.Scenes
232 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) 244 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null)
233 return; 245 return;
234 246
235 lock (Items) 247 Items.LockItemsForRead(true);
248 foreach (TaskInventoryItem item in Items.Values)
236 { 249 {
237 foreach (TaskInventoryItem item in Items.Values) 250 if (item.InvType == (int)InventoryType.LSL)
238 { 251 {
239 bool running; 252 bool running;
240 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running)) 253 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running))
241 item.ScriptRunning = running; 254 item.ScriptRunning = running;
242 } 255 }
243 } 256 }
257
258 Items.LockItemsForRead(false);
244 } 259 }
245 260
246 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running) 261 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running)
@@ -317,7 +332,10 @@ namespace OpenSim.Region.Framework.Scenes
317 { 332 {
318 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 333 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
319 foreach (TaskInventoryItem item in scripts) 334 foreach (TaskInventoryItem item in scripts)
335 {
320 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 336 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
337 m_part.RemoveScriptEvents(item.ItemID);
338 }
321 } 339 }
322 340
323 /// <summary> 341 /// <summary>
@@ -339,7 +357,10 @@ namespace OpenSim.Region.Framework.Scenes
339// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 357// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
340 358
341 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 359 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
360 {
361 StoreScriptError(item.ItemID, "no permission");
342 return false; 362 return false;
363 }
343 364
344 m_part.AddFlag(PrimFlags.Scripted); 365 m_part.AddFlag(PrimFlags.Scripted);
345 366
@@ -349,14 +370,13 @@ namespace OpenSim.Region.Framework.Scenes
349 if (stateSource == 2 && // Prim crossing 370 if (stateSource == 2 && // Prim crossing
350 m_part.ParentGroup.Scene.m_trustBinaries) 371 m_part.ParentGroup.Scene.m_trustBinaries)
351 { 372 {
352 lock (m_items) 373 m_items.LockItemsForWrite(true);
353 { 374 m_items[item.ItemID].PermsMask = 0;
354 m_items[item.ItemID].PermsMask = 0; 375 m_items[item.ItemID].PermsGranter = UUID.Zero;
355 m_items[item.ItemID].PermsGranter = UUID.Zero; 376 m_items.LockItemsForWrite(false);
356 }
357
358 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 377 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
359 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 378 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
379 StoreScriptErrors(item.ItemID, null);
360 m_part.ParentGroup.AddActiveScriptCount(1); 380 m_part.ParentGroup.AddActiveScriptCount(1);
361 m_part.ScheduleFullUpdate(); 381 m_part.ScheduleFullUpdate();
362 return true; 382 return true;
@@ -365,6 +385,8 @@ namespace OpenSim.Region.Framework.Scenes
365 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 385 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
366 if (null == asset) 386 if (null == asset)
367 { 387 {
388 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
389 StoreScriptError(item.ItemID, msg);
368 m_log.ErrorFormat( 390 m_log.ErrorFormat(
369 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 391 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
370 item.Name, item.ItemID, m_part.AbsolutePosition, 392 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -377,16 +399,18 @@ namespace OpenSim.Region.Framework.Scenes
377 if (m_part.ParentGroup.m_savedScriptState != null) 399 if (m_part.ParentGroup.m_savedScriptState != null)
378 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 400 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
379 401
380 lock (m_items) 402 m_items.LockItemsForWrite(true);
381 { 403
382 m_items[item.ItemID].OldItemID = item.OldItemID; 404 m_items[item.ItemID].OldItemID = item.OldItemID;
383 m_items[item.ItemID].PermsMask = 0; 405 m_items[item.ItemID].PermsMask = 0;
384 m_items[item.ItemID].PermsGranter = UUID.Zero; 406 m_items[item.ItemID].PermsGranter = UUID.Zero;
385 }
386 407
408 m_items.LockItemsForWrite(false);
409
387 string script = Utils.BytesToString(asset.Data); 410 string script = Utils.BytesToString(asset.Data);
388 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 411 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
389 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 412 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
413 StoreScriptErrors(item.ItemID, null);
390 if (!item.ScriptRunning) 414 if (!item.ScriptRunning)
391 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 415 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
392 m_part.LocalId, item.ItemID); 416 m_part.LocalId, item.ItemID);
@@ -459,22 +483,149 @@ namespace OpenSim.Region.Framework.Scenes
459 return stateID; 483 return stateID;
460 } 484 }
461 485
486 /// <summary>
487 /// Start a script which is in this prim's inventory.
488 /// Some processing may occur in the background, but this routine returns asap.
489 /// </summary>
490 /// <param name="itemId">
491 /// A <see cref="UUID"/>
492 /// </param>
462 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 493 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
463 { 494 {
464 TaskInventoryItem item = GetInventoryItem(itemId); 495 lock (m_scriptErrors)
465 if (item != null)
466 { 496 {
467 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 497 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
498 m_scriptErrors.Remove(itemId);
499 }
500 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
501 return true;
502 }
503
504 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
505 {
506 m_items.LockItemsForRead(true);
507 if (m_items.ContainsKey(itemId))
508 {
509 if (m_items.ContainsKey(itemId))
510 {
511 m_items.LockItemsForRead(false);
512 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
513 }
514 else
515 {
516 m_items.LockItemsForRead(false);
517 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
518 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
519 StoreScriptError(itemId, msg);
520 m_log.ErrorFormat(
521 "[PRIM INVENTORY]: " +
522 "Couldn't start script with ID {0} since it {1}", itemId, msg);
523 }
468 } 524 }
469 else 525 else
470 { 526 {
527 m_items.LockItemsForRead(false);
528 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
529 StoreScriptError(itemId, msg);
471 m_log.ErrorFormat( 530 m_log.ErrorFormat(
472 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 531 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
473 itemId, m_part.Name, m_part.UUID, 532 itemId, m_part.Name, m_part.UUID,
474 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 533 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
534 }
535
536 }
475 537
476 return false; 538 /// <summary>
539 /// Start a script which is in this prim's inventory and return any compilation error messages.
540 /// </summary>
541 /// <param name="itemId">
542 /// A <see cref="UUID"/>
543 /// </param>
544 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
545 {
546 ArrayList errors;
547
548 // Indicate to CreateScriptInstanceInternal() we want it to
549 // post any compilation/loading error messages
550 lock (m_scriptErrors)
551 {
552 m_scriptErrors[itemId] = null;
553 }
554
555 // Perform compilation/loading
556 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
557
558 // Wait for and retrieve any errors
559 lock (m_scriptErrors)
560 {
561 while ((errors = m_scriptErrors[itemId]) == null)
562 {
563 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
564 {
565 m_log.ErrorFormat(
566 "[PRIM INVENTORY]: " +
567 "timedout waiting for script {0} errors", itemId);
568 errors = m_scriptErrors[itemId];
569 if (errors == null)
570 {
571 errors = new ArrayList(1);
572 errors.Add("timedout waiting for errors");
573 }
574 break;
575 }
576 }
577 m_scriptErrors.Remove(itemId);
477 } 578 }
579 return errors;
580 }
581
582 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
583 private void StoreScriptErrors(UUID itemId, ArrayList errors)
584 {
585 lock (m_scriptErrors)
586 {
587 // If compilation/loading initiated via CreateScriptInstance(),
588 // it does not want the errors, so just get out
589 if (!m_scriptErrors.ContainsKey(itemId))
590 {
591 return;
592 }
593
594 // Initiated via CreateScriptInstanceEr(), if we know what the
595 // errors are, save them and wake CreateScriptInstanceEr().
596 if (errors != null)
597 {
598 m_scriptErrors[itemId] = errors;
599 System.Threading.Monitor.PulseAll(m_scriptErrors);
600 return;
601 }
602 }
603
604 // Initiated via CreateScriptInstanceEr() but we don't know what
605 // the errors are yet, so retrieve them from the script engine.
606 // This may involve some waiting internal to GetScriptErrors().
607 errors = GetScriptErrors(itemId);
608
609 // Get a default non-null value to indicate success.
610 if (errors == null)
611 {
612 errors = new ArrayList();
613 }
614
615 // Post to CreateScriptInstanceEr() and wake it up
616 lock (m_scriptErrors)
617 {
618 m_scriptErrors[itemId] = errors;
619 System.Threading.Monitor.PulseAll(m_scriptErrors);
620 }
621 }
622
623 // Like StoreScriptErrors(), but just posts a single string message
624 private void StoreScriptError(UUID itemId, string message)
625 {
626 ArrayList errors = new ArrayList(1);
627 errors.Add(message);
628 StoreScriptErrors(itemId, errors);
478 } 629 }
479 630
480 /// <summary> 631 /// <summary>
@@ -487,15 +638,7 @@ namespace OpenSim.Region.Framework.Scenes
487 /// </param> 638 /// </param>
488 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 639 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
489 { 640 {
490 bool scriptPresent = false; 641 if (m_items.ContainsKey(itemId))
491
492 lock (m_items)
493 {
494 if (m_items.ContainsKey(itemId))
495 scriptPresent = true;
496 }
497
498 if (scriptPresent)
499 { 642 {
500 if (!sceneObjectBeingDeleted) 643 if (!sceneObjectBeingDeleted)
501 m_part.RemoveScriptEvents(itemId); 644 m_part.RemoveScriptEvents(itemId);
@@ -565,14 +708,16 @@ namespace OpenSim.Region.Framework.Scenes
565 /// <returns></returns> 708 /// <returns></returns>
566 private bool InventoryContainsName(string name) 709 private bool InventoryContainsName(string name)
567 { 710 {
568 lock (m_items) 711 m_items.LockItemsForRead(true);
712 foreach (TaskInventoryItem item in m_items.Values)
569 { 713 {
570 foreach (TaskInventoryItem item in m_items.Values) 714 if (item.Name == name)
571 { 715 {
572 if (item.Name == name) 716 m_items.LockItemsForRead(false);
573 return true; 717 return true;
574 } 718 }
575 } 719 }
720 m_items.LockItemsForRead(false);
576 return false; 721 return false;
577 } 722 }
578 723
@@ -614,8 +759,9 @@ namespace OpenSim.Region.Framework.Scenes
614 /// <param name="item"></param> 759 /// <param name="item"></param>
615 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 760 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
616 { 761 {
617 List<TaskInventoryItem> il = GetInventoryItems(); 762 m_items.LockItemsForRead(true);
618 763 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
764 m_items.LockItemsForRead(false);
619 foreach (TaskInventoryItem i in il) 765 foreach (TaskInventoryItem i in il)
620 { 766 {
621 if (i.Name == item.Name) 767 if (i.Name == item.Name)
@@ -653,14 +799,14 @@ namespace OpenSim.Region.Framework.Scenes
653 item.Name = name; 799 item.Name = name;
654 item.GroupID = m_part.GroupID; 800 item.GroupID = m_part.GroupID;
655 801
656 lock (m_items) 802 m_items.LockItemsForWrite(true);
657 m_items.Add(item.ItemID, item); 803 m_items.Add(item.ItemID, item);
658 804 m_items.LockItemsForWrite(false);
659 if (allowedDrop) 805 if (allowedDrop)
660 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 806 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
661 else 807 else
662 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 808 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
663 809
664 m_inventorySerial++; 810 m_inventorySerial++;
665 //m_inventorySerial += 2; 811 //m_inventorySerial += 2;
666 HasInventoryChanged = true; 812 HasInventoryChanged = true;
@@ -676,15 +822,15 @@ namespace OpenSim.Region.Framework.Scenes
676 /// <param name="items"></param> 822 /// <param name="items"></param>
677 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 823 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
678 { 824 {
679 lock (m_items) 825 m_items.LockItemsForWrite(true);
826 foreach (TaskInventoryItem item in items)
680 { 827 {
681 foreach (TaskInventoryItem item in items) 828 m_items.Add(item.ItemID, item);
682 { 829// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
683 m_items.Add(item.ItemID, item);
684// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
685 }
686 m_inventorySerial++;
687 } 830 }
831 m_items.LockItemsForWrite(false);
832
833 m_inventorySerial++;
688 } 834 }
689 835
690 /// <summary> 836 /// <summary>
@@ -695,23 +841,24 @@ namespace OpenSim.Region.Framework.Scenes
695 public TaskInventoryItem GetInventoryItem(UUID itemId) 841 public TaskInventoryItem GetInventoryItem(UUID itemId)
696 { 842 {
697 TaskInventoryItem item; 843 TaskInventoryItem item;
698 844 m_items.LockItemsForRead(true);
699 lock (m_items) 845 m_items.TryGetValue(itemId, out item);
700 m_items.TryGetValue(itemId, out item); 846 m_items.LockItemsForRead(false);
701
702 return item; 847 return item;
703 } 848 }
704 849
705 public TaskInventoryItem GetInventoryItem(string name) 850 public TaskInventoryItem GetInventoryItem(string name)
706 { 851 {
707 lock (m_items) 852 m_items.LockItemsForRead(true);
853 foreach (TaskInventoryItem item in m_items.Values)
708 { 854 {
709 foreach (TaskInventoryItem item in m_items.Values) 855 if (item.Name == name)
710 { 856 {
711 if (item.Name == name) 857 m_items.LockItemsForRead(false);
712 return item; 858 return item;
713 } 859 }
714 } 860 }
861 m_items.LockItemsForRead(false);
715 862
716 return null; 863 return null;
717 } 864 }
@@ -720,15 +867,16 @@ namespace OpenSim.Region.Framework.Scenes
720 { 867 {
721 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 868 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
722 869
723 lock (m_items) 870 m_items.LockItemsForRead(true);
871
872 foreach (TaskInventoryItem item in m_items.Values)
724 { 873 {
725 foreach (TaskInventoryItem item in m_items.Values) 874 if (item.Name == name)
726 { 875 items.Add(item);
727 if (item.Name == name)
728 items.Add(item);
729 }
730 } 876 }
731 877
878 m_items.LockItemsForRead(false);
879
732 return items; 880 return items;
733 } 881 }
734 882
@@ -747,6 +895,10 @@ namespace OpenSim.Region.Framework.Scenes
747 string xmlData = Utils.BytesToString(rezAsset.Data); 895 string xmlData = Utils.BytesToString(rezAsset.Data);
748 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 896 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
749 897
898 group.RootPart.AttachPoint = group.RootPart.Shape.State;
899 group.RootPart.AttachOffset = group.AbsolutePosition;
900 group.RootPart.AttachRotation = group.GroupRotation;
901
750 group.ResetIDs(); 902 group.ResetIDs();
751 903
752 SceneObjectPart rootPart = group.GetPart(group.UUID); 904 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -821,8 +973,9 @@ namespace OpenSim.Region.Framework.Scenes
821 973
822 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 974 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
823 { 975 {
824 TaskInventoryItem it = GetInventoryItem(item.ItemID); 976 m_items.LockItemsForWrite(true);
825 if (it != null) 977
978 if (m_items.ContainsKey(item.ItemID))
826 { 979 {
827// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 980// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
828 981
@@ -835,14 +988,10 @@ namespace OpenSim.Region.Framework.Scenes
835 item.GroupID = m_part.GroupID; 988 item.GroupID = m_part.GroupID;
836 989
837 if (item.AssetID == UUID.Zero) 990 if (item.AssetID == UUID.Zero)
838 item.AssetID = it.AssetID; 991 item.AssetID = m_items[item.ItemID].AssetID;
839 992
840 lock (m_items) 993 m_items[item.ItemID] = item;
841 { 994 m_inventorySerial++;
842 m_items[item.ItemID] = item;
843 m_inventorySerial++;
844 }
845
846 if (fireScriptEvents) 995 if (fireScriptEvents)
847 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 996 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
848 997
@@ -851,7 +1000,7 @@ namespace OpenSim.Region.Framework.Scenes
851 HasInventoryChanged = true; 1000 HasInventoryChanged = true;
852 m_part.ParentGroup.HasGroupChanged = true; 1001 m_part.ParentGroup.HasGroupChanged = true;
853 } 1002 }
854 1003 m_items.LockItemsForWrite(false);
855 return true; 1004 return true;
856 } 1005 }
857 else 1006 else
@@ -862,8 +1011,9 @@ namespace OpenSim.Region.Framework.Scenes
862 item.ItemID, m_part.Name, m_part.UUID, 1011 item.ItemID, m_part.Name, m_part.UUID,
863 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 1012 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
864 } 1013 }
865 return false; 1014 m_items.LockItemsForWrite(false);
866 1015
1016 return false;
867 } 1017 }
868 1018
869 /// <summary> 1019 /// <summary>
@@ -874,43 +1024,59 @@ namespace OpenSim.Region.Framework.Scenes
874 /// in this prim's inventory.</returns> 1024 /// in this prim's inventory.</returns>
875 public int RemoveInventoryItem(UUID itemID) 1025 public int RemoveInventoryItem(UUID itemID)
876 { 1026 {
877 TaskInventoryItem item = GetInventoryItem(itemID); 1027 m_items.LockItemsForRead(true);
878 if (item != null) 1028
1029 if (m_items.ContainsKey(itemID))
879 { 1030 {
880 int type = m_items[itemID].InvType; 1031 int type = m_items[itemID].InvType;
1032 m_items.LockItemsForRead(false);
881 if (type == 10) // Script 1033 if (type == 10) // Script
882 { 1034 {
883 m_part.RemoveScriptEvents(itemID);
884 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1035 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
885 } 1036 }
1037 m_items.LockItemsForWrite(true);
886 m_items.Remove(itemID); 1038 m_items.Remove(itemID);
1039 m_items.LockItemsForWrite(false);
887 m_inventorySerial++; 1040 m_inventorySerial++;
888 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1041 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
889 1042
890 HasInventoryChanged = true; 1043 HasInventoryChanged = true;
891 m_part.ParentGroup.HasGroupChanged = true; 1044 m_part.ParentGroup.HasGroupChanged = true;
892 1045
893 if (!ContainsScripts()) 1046 int scriptcount = 0;
1047 m_items.LockItemsForRead(true);
1048 foreach (TaskInventoryItem item in m_items.Values)
1049 {
1050 if (item.Type == 10)
1051 {
1052 scriptcount++;
1053 }
1054 }
1055 m_items.LockItemsForRead(false);
1056
1057
1058 if (scriptcount <= 0)
1059 {
894 m_part.RemFlag(PrimFlags.Scripted); 1060 m_part.RemFlag(PrimFlags.Scripted);
1061 }
895 1062
896 m_part.ScheduleFullUpdate(); 1063 m_part.ScheduleFullUpdate();
897 1064
898 return type; 1065 return type;
899
900 } 1066 }
901 else 1067 else
902 { 1068 {
1069 m_items.LockItemsForRead(false);
903 m_log.ErrorFormat( 1070 m_log.ErrorFormat(
904 "[PRIM INVENTORY]: " + 1071 "[PRIM INVENTORY]: " +
905 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1072 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
906 itemID, m_part.Name, m_part.UUID, 1073 itemID, m_part.Name, m_part.UUID);
907 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
908 } 1074 }
909 1075
910 return -1; 1076 return -1;
911 } 1077 }
912 1078
913 private bool CreateInventoryFile() 1079 private bool CreateInventoryFileName()
914 { 1080 {
915// m_log.DebugFormat( 1081// m_log.DebugFormat(
916// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1082// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -919,70 +1085,12 @@ namespace OpenSim.Region.Framework.Scenes
919 if (m_inventoryFileName == String.Empty || 1085 if (m_inventoryFileName == String.Empty ||
920 m_inventoryFileNameSerial < m_inventorySerial) 1086 m_inventoryFileNameSerial < m_inventorySerial)
921 { 1087 {
922 // Something changed, we need to create a new file
923 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1088 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
924 m_inventoryFileNameSerial = m_inventorySerial; 1089 m_inventoryFileNameSerial = m_inventorySerial;
925 1090
926 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
927
928 lock (m_items)
929 {
930 foreach (TaskInventoryItem item in m_items.Values)
931 {
932// m_log.DebugFormat(
933// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
934// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
935
936 UUID ownerID = item.OwnerID;
937 uint everyoneMask = 0;
938 uint baseMask = item.BasePermissions;
939 uint ownerMask = item.CurrentPermissions;
940 uint groupMask = item.GroupPermissions;
941
942 invString.AddItemStart();
943 invString.AddNameValueLine("item_id", item.ItemID.ToString());
944 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
945
946 invString.AddPermissionsStart();
947
948 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
949 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
950 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
951 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
952 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
953
954 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
955 invString.AddNameValueLine("owner_id", ownerID.ToString());
956
957 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
958
959 invString.AddNameValueLine("group_id", item.GroupID.ToString());
960 invString.AddSectionEnd();
961
962 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
963 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
964 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
965 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
966
967 invString.AddSaleStart();
968 invString.AddNameValueLine("sale_type", "not");
969 invString.AddNameValueLine("sale_price", "0");
970 invString.AddSectionEnd();
971
972 invString.AddNameValueLine("name", item.Name + "|");
973 invString.AddNameValueLine("desc", item.Description + "|");
974
975 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
976 invString.AddSectionEnd();
977 }
978 }
979
980 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
981
982 return true; 1091 return true;
983 } 1092 }
984 1093
985 // No need to recreate, the existing file is fine
986 return false; 1094 return false;
987 } 1095 }
988 1096
@@ -992,43 +1100,110 @@ namespace OpenSim.Region.Framework.Scenes
992 /// <param name="xferManager"></param> 1100 /// <param name="xferManager"></param>
993 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1101 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
994 { 1102 {
995 lock (m_items) 1103 bool changed = CreateInventoryFileName();
996 {
997 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
998 // a new script if any previous deletion has left the prim inventory empty.
999 if (m_items.Count == 0) // No inventory
1000 {
1001// m_log.DebugFormat(
1002// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
1003// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
1004 1104
1005 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1105 bool includeAssets = false;
1006 return; 1106 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1007 } 1107 includeAssets = true;
1108
1109 if (m_inventoryPrivileged != includeAssets)
1110 changed = true;
1111
1112 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1113
1114 Items.LockItemsForRead(true);
1115
1116 if (m_inventorySerial == 0) // No inventory
1117 {
1118 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1119 Items.LockItemsForRead(false);
1120 return;
1121 }
1008 1122
1009 CreateInventoryFile(); 1123 if (m_items.Count == 0) // No inventory
1124 {
1125 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1126 Items.LockItemsForRead(false);
1127 return;
1128 }
1010 1129
1011 // In principle, we should only do the rest if the inventory changed; 1130 if (!changed)
1012 // by sending m_inventorySerial to the client, it ought to know 1131 {
1013 // that nothing changed and that it doesn't need to request the file.
1014 // Unfortunately, it doesn't look like the client optimizes this;
1015 // the client seems to always come back and request the Xfer,
1016 // no matter what value m_inventorySerial has.
1017 // FIXME: Could probably be > 0 here rather than > 2
1018 if (m_inventoryFileData.Length > 2) 1132 if (m_inventoryFileData.Length > 2)
1019 { 1133 {
1020 // Add the file for Xfer 1134 xferManager.AddNewFile(m_inventoryFileName,
1021 // m_log.DebugFormat( 1135 m_inventoryFileData);
1022 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1136 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1023 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1137 Util.StringToBytes256(m_inventoryFileName));
1024 1138
1025 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1139 Items.LockItemsForRead(false);
1140 return;
1026 } 1141 }
1027
1028 // Tell the client we're ready to Xfer the file
1029 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1030 Util.StringToBytes256(m_inventoryFileName));
1031 } 1142 }
1143
1144 m_inventoryPrivileged = includeAssets;
1145
1146 foreach (TaskInventoryItem item in m_items.Values)
1147 {
1148 UUID ownerID = item.OwnerID;
1149 uint everyoneMask = 0;
1150 uint baseMask = item.BasePermissions;
1151 uint ownerMask = item.CurrentPermissions;
1152 uint groupMask = item.GroupPermissions;
1153
1154 invString.AddItemStart();
1155 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1156 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1157
1158 invString.AddPermissionsStart();
1159
1160 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1161 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1162 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1163 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1164 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1165
1166 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1167 invString.AddNameValueLine("owner_id", ownerID.ToString());
1168
1169 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1170
1171 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1172 invString.AddSectionEnd();
1173
1174 if (includeAssets)
1175 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1176 else
1177 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1178 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1179 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1180 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1181
1182 invString.AddSaleStart();
1183 invString.AddNameValueLine("sale_type", "not");
1184 invString.AddNameValueLine("sale_price", "0");
1185 invString.AddSectionEnd();
1186
1187 invString.AddNameValueLine("name", item.Name + "|");
1188 invString.AddNameValueLine("desc", item.Description + "|");
1189
1190 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1191 invString.AddSectionEnd();
1192 }
1193
1194 Items.LockItemsForRead(false);
1195
1196 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1197
1198 if (m_inventoryFileData.Length > 2)
1199 {
1200 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1201 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1202 Util.StringToBytes256(m_inventoryFileName));
1203 return;
1204 }
1205
1206 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1032 } 1207 }
1033 1208
1034 /// <summary> 1209 /// <summary>
@@ -1037,13 +1212,19 @@ namespace OpenSim.Region.Framework.Scenes
1037 /// <param name="datastore"></param> 1212 /// <param name="datastore"></param>
1038 public void ProcessInventoryBackup(ISimulationDataService datastore) 1213 public void ProcessInventoryBackup(ISimulationDataService datastore)
1039 { 1214 {
1040 if (HasInventoryChanged) 1215// Removed this because linking will cause an immediate delete of the new
1041 { 1216// child prim from the database and the subsequent storing of the prim sees
1042 HasInventoryChanged = false; 1217// the inventory of it as unchanged and doesn't store it at all. The overhead
1043 List<TaskInventoryItem> items = GetInventoryItems(); 1218// of storing prim inventory needlessly is much less than the aggravation
1044 datastore.StorePrimInventory(m_part.UUID, items); 1219// of prim inventory loss.
1220// if (HasInventoryChanged)
1221// {
1222 Items.LockItemsForRead(true);
1223 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1224 Items.LockItemsForRead(false);
1045 1225
1046 } 1226 HasInventoryChanged = false;
1227// }
1047 } 1228 }
1048 1229
1049 public class InventoryStringBuilder 1230 public class InventoryStringBuilder
@@ -1109,87 +1290,63 @@ namespace OpenSim.Region.Framework.Scenes
1109 { 1290 {
1110 uint mask=0x7fffffff; 1291 uint mask=0x7fffffff;
1111 1292
1112 lock (m_items) 1293 foreach (TaskInventoryItem item in m_items.Values)
1113 { 1294 {
1114 foreach (TaskInventoryItem item in m_items.Values) 1295 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1296 mask &= ~((uint)PermissionMask.Copy >> 13);
1297 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1298 mask &= ~((uint)PermissionMask.Transfer >> 13);
1299 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1300 mask &= ~((uint)PermissionMask.Modify >> 13);
1301
1302 if (item.InvType == (int)InventoryType.Object)
1115 { 1303 {
1116 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1304 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1117 mask &= ~((uint)PermissionMask.Copy >> 13); 1305 mask &= ~((uint)PermissionMask.Copy >> 13);
1118 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1306 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1119 mask &= ~((uint)PermissionMask.Transfer >> 13); 1307 mask &= ~((uint)PermissionMask.Transfer >> 13);
1120 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1308 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1121 mask &= ~((uint)PermissionMask.Modify >> 13); 1309 mask &= ~((uint)PermissionMask.Modify >> 13);
1122
1123 if (item.InvType != (int)InventoryType.Object)
1124 {
1125 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1126 mask &= ~((uint)PermissionMask.Copy >> 13);
1127 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1128 mask &= ~((uint)PermissionMask.Transfer >> 13);
1129 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1130 mask &= ~((uint)PermissionMask.Modify >> 13);
1131 }
1132 else
1133 {
1134 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1135 mask &= ~((uint)PermissionMask.Copy >> 13);
1136 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1137 mask &= ~((uint)PermissionMask.Transfer >> 13);
1138 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1139 mask &= ~((uint)PermissionMask.Modify >> 13);
1140 }
1141
1142 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1143 mask &= ~(uint)PermissionMask.Copy;
1144 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1145 mask &= ~(uint)PermissionMask.Transfer;
1146 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1147 mask &= ~(uint)PermissionMask.Modify;
1148 } 1310 }
1311
1312 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1313 mask &= ~(uint)PermissionMask.Copy;
1314 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1315 mask &= ~(uint)PermissionMask.Transfer;
1316 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1317 mask &= ~(uint)PermissionMask.Modify;
1149 } 1318 }
1150
1151 return mask; 1319 return mask;
1152 } 1320 }
1153 1321
1154 public void ApplyNextOwnerPermissions() 1322 public void ApplyNextOwnerPermissions()
1155 { 1323 {
1156 lock (m_items) 1324 foreach (TaskInventoryItem item in m_items.Values)
1157 { 1325 {
1158 foreach (TaskInventoryItem item in m_items.Values) 1326 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1159 { 1327 {
1160// m_log.DebugFormat ( 1328 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1161// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1329 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1162// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1330 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1163 1331 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1164 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1332 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1165 { 1333 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1166 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1167 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1168 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1169 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1170 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1171 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1172 }
1173
1174 item.CurrentPermissions &= item.NextPermissions;
1175 item.BasePermissions &= item.NextPermissions;
1176 item.EveryonePermissions &= item.NextPermissions;
1177 item.OwnerChanged = true;
1178 item.PermsMask = 0;
1179 item.PermsGranter = UUID.Zero;
1180 } 1334 }
1335 item.CurrentPermissions &= item.NextPermissions;
1336 item.BasePermissions &= item.NextPermissions;
1337 item.EveryonePermissions &= item.NextPermissions;
1338 item.OwnerChanged = true;
1339 item.PermsMask = 0;
1340 item.PermsGranter = UUID.Zero;
1181 } 1341 }
1182 } 1342 }
1183 1343
1184 public void ApplyGodPermissions(uint perms) 1344 public void ApplyGodPermissions(uint perms)
1185 { 1345 {
1186 lock (m_items) 1346 foreach (TaskInventoryItem item in m_items.Values)
1187 { 1347 {
1188 foreach (TaskInventoryItem item in m_items.Values) 1348 item.CurrentPermissions = perms;
1189 { 1349 item.BasePermissions = perms;
1190 item.CurrentPermissions = perms;
1191 item.BasePermissions = perms;
1192 }
1193 } 1350 }
1194 1351
1195 m_inventorySerial++; 1352 m_inventorySerial++;
@@ -1202,14 +1359,11 @@ namespace OpenSim.Region.Framework.Scenes
1202 /// <returns></returns> 1359 /// <returns></returns>
1203 public bool ContainsScripts() 1360 public bool ContainsScripts()
1204 { 1361 {
1205 lock (m_items) 1362 foreach (TaskInventoryItem item in m_items.Values)
1206 { 1363 {
1207 foreach (TaskInventoryItem item in m_items.Values) 1364 if (item.InvType == (int)InventoryType.LSL)
1208 { 1365 {
1209 if (item.InvType == (int)InventoryType.LSL) 1366 return true;
1210 {
1211 return true;
1212 }
1213 } 1367 }
1214 } 1368 }
1215 1369
@@ -1223,17 +1377,15 @@ namespace OpenSim.Region.Framework.Scenes
1223 public int ScriptCount() 1377 public int ScriptCount()
1224 { 1378 {
1225 int count = 0; 1379 int count = 0;
1226 lock (m_items) 1380 Items.LockItemsForRead(true);
1381 foreach (TaskInventoryItem item in m_items.Values)
1227 { 1382 {
1228 foreach (TaskInventoryItem item in m_items.Values) 1383 if (item.InvType == (int)InventoryType.LSL)
1229 { 1384 {
1230 if (item.InvType == (int)InventoryType.LSL) 1385 count++;
1231 {
1232 count++;
1233 }
1234 } 1386 }
1235 } 1387 }
1236 1388 Items.LockItemsForRead(false);
1237 return count; 1389 return count;
1238 } 1390 }
1239 /// <summary> 1391 /// <summary>
@@ -1269,11 +1421,8 @@ namespace OpenSim.Region.Framework.Scenes
1269 { 1421 {
1270 List<UUID> ret = new List<UUID>(); 1422 List<UUID> ret = new List<UUID>();
1271 1423
1272 lock (m_items) 1424 foreach (TaskInventoryItem item in m_items.Values)
1273 { 1425 ret.Add(item.ItemID);
1274 foreach (TaskInventoryItem item in m_items.Values)
1275 ret.Add(item.ItemID);
1276 }
1277 1426
1278 return ret; 1427 return ret;
1279 } 1428 }
@@ -1282,8 +1431,9 @@ namespace OpenSim.Region.Framework.Scenes
1282 { 1431 {
1283 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1432 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1284 1433
1285 lock (m_items) 1434 Items.LockItemsForRead(true);
1286 ret = new List<TaskInventoryItem>(m_items.Values); 1435 ret = new List<TaskInventoryItem>(m_items.Values);
1436 Items.LockItemsForRead(false);
1287 1437
1288 return ret; 1438 return ret;
1289 } 1439 }
@@ -1292,18 +1442,24 @@ namespace OpenSim.Region.Framework.Scenes
1292 { 1442 {
1293 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1443 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1294 1444
1295 lock (m_items) 1445 Items.LockItemsForRead(true);
1296 { 1446
1297 foreach (TaskInventoryItem item in m_items.Values) 1447 foreach (TaskInventoryItem item in m_items.Values)
1298 if (item.InvType == (int)type) 1448 if (item.InvType == (int)type)
1299 ret.Add(item); 1449 ret.Add(item);
1300 } 1450
1451 Items.LockItemsForRead(false);
1301 1452
1302 return ret; 1453 return ret;
1303 } 1454 }
1304 1455
1305 public Dictionary<UUID, string> GetScriptStates() 1456 public Dictionary<UUID, string> GetScriptStates()
1306 { 1457 {
1458 return GetScriptStates(false);
1459 }
1460
1461 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1462 {
1307 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1463 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1308 1464
1309 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1465 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1329,14 +1485,21 @@ namespace OpenSim.Region.Framework.Scenes
1329 string n = e.GetXMLState(item.ItemID); 1485 string n = e.GetXMLState(item.ItemID);
1330 if (n != String.Empty) 1486 if (n != String.Empty)
1331 { 1487 {
1332 if (!ret.ContainsKey(item.ItemID)) 1488 if (oldIDs)
1333 ret[item.ItemID] = n; 1489 {
1490 if (!ret.ContainsKey(item.OldItemID))
1491 ret[item.OldItemID] = n;
1492 }
1493 else
1494 {
1495 if (!ret.ContainsKey(item.ItemID))
1496 ret[item.ItemID] = n;
1497 }
1334 break; 1498 break;
1335 } 1499 }
1336 } 1500 }
1337 } 1501 }
1338 } 1502 }
1339
1340 return ret; 1503 return ret;
1341 } 1504 }
1342 1505
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 0219540..1d6898b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -99,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes
99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 100 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
100 /// issue #1716 101 /// issue #1716
101 /// </summary> 102 /// </summary>
102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 103 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
103 104
104 /// <summary> 105 /// <summary>
105 /// Movement updates for agents in neighboring regions are sent directly to clients. 106 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -139,6 +140,8 @@ namespace OpenSim.Region.Framework.Scenes
139 private Vector3 m_lastPosition; 140 private Vector3 m_lastPosition;
140 private Quaternion m_lastRotation; 141 private Quaternion m_lastRotation;
141 private Vector3 m_lastVelocity; 142 private Vector3 m_lastVelocity;
143 private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f);
144
142 145
143 private Vector3? m_forceToApply; 146 private Vector3? m_forceToApply;
144 private int m_userFlags; 147 private int m_userFlags;
@@ -171,6 +174,7 @@ namespace OpenSim.Region.Framework.Scenes
171// private int m_lastColCount = -1; //KF: Look for Collision chnages 174// private int m_lastColCount = -1; //KF: Look for Collision chnages
172// private int m_updateCount = 0; //KF: Update Anims for a while 175// private int m_updateCount = 0; //KF: Update Anims for a while
173// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 176// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
177 private List<uint> m_lastColliders = new List<uint>();
174 178
175 private TeleportFlags m_teleportFlags; 179 private TeleportFlags m_teleportFlags;
176 public TeleportFlags TeleportFlags 180 public TeleportFlags TeleportFlags
@@ -221,8 +225,6 @@ namespace OpenSim.Region.Framework.Scenes
221 /// </summary> 225 /// </summary>
222 public bool LandAtTarget { get; private set; } 226 public bool LandAtTarget { get; private set; }
223 227
224 private bool m_followCamAuto;
225
226 private int m_movementUpdateCount; 228 private int m_movementUpdateCount;
227 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
228 230
@@ -230,6 +232,13 @@ namespace OpenSim.Region.Framework.Scenes
230 //private int m_moveToPositionStateStatus; 232 //private int m_moveToPositionStateStatus;
231 //***************************************************** 233 //*****************************************************
232 234
235 private bool m_collisionEventFlag = false;
236 private object m_collisionEventLock = new Object();
237
238 private int m_movementAnimationUpdateCounter = 0;
239
240 private Vector3 m_prevSitOffset;
241
233 protected AvatarAppearance m_appearance; 242 protected AvatarAppearance m_appearance;
234 243
235 public AvatarAppearance Appearance 244 public AvatarAppearance Appearance
@@ -344,6 +353,9 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </summary> 353 /// </summary>
345 protected Vector3 m_lastCameraPosition; 354 protected Vector3 m_lastCameraPosition;
346 355
356 private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1);
357 private bool m_doingCamRayCast = false;
358
347 public Vector3 CameraPosition { get; set; } 359 public Vector3 CameraPosition { get; set; }
348 360
349 public Quaternion CameraRotation 361 public Quaternion CameraRotation
@@ -424,7 +436,7 @@ namespace OpenSim.Region.Framework.Scenes
424 get { return (IClientCore)ControllingClient; } 436 get { return (IClientCore)ControllingClient; }
425 } 437 }
426 438
427 public Vector3 ParentPosition { get; set; } 439// public Vector3 ParentPosition { get; set; }
428 440
429 /// <summary> 441 /// <summary>
430 /// Position of this avatar relative to the region the avatar is in 442 /// Position of this avatar relative to the region the avatar is in
@@ -482,7 +494,7 @@ namespace OpenSim.Region.Framework.Scenes
482 if (ParentID == 0) 494 if (ParentID == 0)
483 { 495 {
484 m_pos = value; 496 m_pos = value;
485 ParentPosition = Vector3.Zero; 497// ParentPosition = Vector3.Zero;
486 } 498 }
487 499
488 //m_log.DebugFormat( 500 //m_log.DebugFormat(
@@ -551,7 +563,24 @@ namespace OpenSim.Region.Framework.Scenes
551// Scene.RegionInfo.RegionName, Name, m_velocity); 563// Scene.RegionInfo.RegionName, Name, m_velocity);
552 } 564 }
553 } 565 }
566/*
567 public override Vector3 AngularVelocity
568 {
569 get
570 {
571 if (PhysicsActor != null)
572 {
573 m_rotationalvelocity = PhysicsActor.RotationalVelocity;
574
575 // m_log.DebugFormat(
576 // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
577 // m_velocity, Name, Scene.RegionInfo.RegionName);
578 }
554 579
580 return m_rotationalvelocity;
581 }
582 }
583*/
555 private Quaternion m_bodyRot = Quaternion.Identity; 584 private Quaternion m_bodyRot = Quaternion.Identity;
556 585
557 public Quaternion Rotation 586 public Quaternion Rotation
@@ -562,19 +591,34 @@ namespace OpenSim.Region.Framework.Scenes
562 m_bodyRot = value; 591 m_bodyRot = value;
563 if (PhysicsActor != null) 592 if (PhysicsActor != null)
564 { 593 {
565 PhysicsActor.Orientation = m_bodyRot; 594 try
595 {
596 PhysicsActor.Orientation = m_bodyRot;
597 }
598 catch (Exception e)
599 {
600 m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message);
601 }
566 } 602 }
567// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 603// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
568 } 604 }
569 } 605 }
570 606
571 public bool IsChildAgent { get; set; } 607 public bool IsChildAgent { get; set; }
608 public bool IsLoggingIn { get; set; }
572 609
573 /// <summary> 610 /// <summary>
574 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero. 611 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
575 /// </summary> 612 /// </summary>
576 public uint ParentID { get; set; } 613 public uint ParentID { get; set; }
577 614
615 public UUID ParentUUID
616 {
617 get { return m_parentUUID; }
618 set { m_parentUUID = value; }
619 }
620 private UUID m_parentUUID = UUID.Zero;
621
578 /// <summary> 622 /// <summary>
579 /// Are we sitting on an object? 623 /// Are we sitting on an object?
580 /// </summary> 624 /// </summary>
@@ -698,6 +742,7 @@ namespace OpenSim.Region.Framework.Scenes
698 AttachmentsSyncLock = new Object(); 742 AttachmentsSyncLock = new Object();
699 AllowMovement = true; 743 AllowMovement = true;
700 IsChildAgent = true; 744 IsChildAgent = true;
745 IsLoggingIn = false;
701 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; 746 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
702 Animator = new ScenePresenceAnimator(this); 747 Animator = new ScenePresenceAnimator(this);
703 PresenceType = type; 748 PresenceType = type;
@@ -741,6 +786,33 @@ namespace OpenSim.Region.Framework.Scenes
741 Appearance = appearance; 786 Appearance = appearance;
742 } 787 }
743 788
789 private void RegionHeartbeatEnd(Scene scene)
790 {
791 if (IsChildAgent)
792 return;
793
794 m_movementAnimationUpdateCounter ++;
795 if (m_movementAnimationUpdateCounter >= 2)
796 {
797 m_movementAnimationUpdateCounter = 0;
798 if (Animator != null)
799 {
800 // If the parentID == 0 we are not sitting
801 // if !SitGournd then we are not sitting on the ground
802 // Fairly straightforward, now here comes the twist
803 // if ParentUUID is NOT UUID.Zero, we are looking to
804 // be sat on an object that isn't there yet. Should
805 // be treated as if sat.
806 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
807 Animator.UpdateMovementAnimations();
808 }
809 else
810 {
811 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
812 }
813 }
814 }
815
744 public void RegisterToEvents() 816 public void RegisterToEvents()
745 { 817 {
746 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 818 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -750,8 +822,10 @@ namespace OpenSim.Region.Framework.Scenes
750 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 822 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
751 ControllingClient.OnStartAnim += HandleStartAnim; 823 ControllingClient.OnStartAnim += HandleStartAnim;
752 ControllingClient.OnStopAnim += HandleStopAnim; 824 ControllingClient.OnStopAnim += HandleStopAnim;
825 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
753 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 826 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
754 ControllingClient.OnAutoPilotGo += MoveToTarget; 827 ControllingClient.OnAutoPilotGo += MoveToTarget;
828 ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles;
755 829
756 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 830 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
757 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 831 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@@ -810,10 +884,40 @@ namespace OpenSim.Region.Framework.Scenes
810 "[SCENE]: Upgrading child to root agent for {0} in {1}", 884 "[SCENE]: Upgrading child to root agent for {0} in {1}",
811 Name, m_scene.RegionInfo.RegionName); 885 Name, m_scene.RegionInfo.RegionName);
812 886
813 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
814
815 bool wasChild = IsChildAgent; 887 bool wasChild = IsChildAgent;
816 IsChildAgent = false; 888
889 if (ParentUUID != UUID.Zero)
890 {
891 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
892 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
893 if (part == null)
894 {
895 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
896 }
897 else
898 {
899 part.ParentGroup.AddAvatar(UUID);
900 if (part.SitTargetPosition != Vector3.Zero)
901 part.SitTargetAvatar = UUID;
902// ParentPosition = part.GetWorldPosition();
903 ParentID = part.LocalId;
904 ParentPart = part;
905 m_pos = m_prevSitOffset;
906// pos = ParentPosition;
907 pos = part.GetWorldPosition();
908 }
909 ParentUUID = UUID.Zero;
910
911 IsChildAgent = false;
912
913// Animator.TrySetMovementAnimation("SIT");
914 }
915 else
916 {
917 IsChildAgent = false;
918 IsLoggingIn = false;
919 }
920
817 921
818 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 922 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
819 if (gm != null) 923 if (gm != null)
@@ -823,62 +927,99 @@ namespace OpenSim.Region.Framework.Scenes
823 927
824 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 928 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
825 929
826 // Moved this from SendInitialData to ensure that Appearance is initialized 930 UUID groupUUID = UUID.Zero;
827 // before the inventory is processed in MakeRootAgent. This fixes a race condition 931 string GroupName = string.Empty;
828 // related to the handling of attachments 932 ulong groupPowers = 0;
829 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance); 933
830 if (m_scene.TestBorderCross(pos, Cardinals.E)) 934 // ----------------------------------
935 // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status
936 try
831 { 937 {
832 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 938 if (gm != null)
833 pos.X = crossedBorder.BorderLine.Z - 1; 939 {
940 groupUUID = ControllingClient.ActiveGroupId;
941 GroupRecord record = gm.GetGroupRecord(groupUUID);
942 if (record != null)
943 GroupName = record.GroupName;
944 GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid);
945 if (groupMembershipData != null)
946 groupPowers = groupMembershipData.GroupPowers;
947 }
948 ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName,
949 Grouptitle);
834 } 950 }
835 951 catch (Exception e)
836 if (m_scene.TestBorderCross(pos, Cardinals.N))
837 { 952 {
838 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 953 m_log.Debug("[AGENTUPDATE]: " + e.ToString());
839 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 954 }
955 // ------------------------------------
841 956
842 CheckAndAdjustLandingPoint(ref pos); 957 if (ParentID == 0)
843
844 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
845 { 958 {
846 m_log.WarnFormat( 959 // Moved this from SendInitialData to ensure that Appearance is initialized
847 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 960 // before the inventory is processed in MakeRootAgent. This fixes a race condition
848 pos, Name, UUID); 961 // related to the handling of attachments
962 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
963 if (m_scene.TestBorderCross(pos, Cardinals.E))
964 {
965 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
966 pos.X = crossedBorder.BorderLine.Z - 1;
967 }
849 968
850 if (pos.X < 0f) pos.X = 0f; 969 if (m_scene.TestBorderCross(pos, Cardinals.N))
851 if (pos.Y < 0f) pos.Y = 0f; 970 {
852 if (pos.Z < 0f) pos.Z = 0f; 971 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
853 } 972 pos.Y = crossedBorder.BorderLine.Z - 1;
973 }
854 974
855 float localAVHeight = 1.56f; 975 CheckAndAdjustLandingPoint(ref pos);
856 if (Appearance.AvatarHeight > 0)
857 localAVHeight = Appearance.AvatarHeight;
858 976
859 float posZLimit = 0; 977 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
978 {
979 m_log.WarnFormat(
980 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
981 pos, Name, UUID);
860 982
861 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 983 if (pos.X < 0f) pos.X = 0f;
862 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 984 if (pos.Y < 0f) pos.Y = 0f;
863 985 if (pos.Z < 0f) pos.Z = 0f;
864 float newPosZ = posZLimit + localAVHeight / 2; 986 }
865 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
866 {
867 pos.Z = newPosZ;
868 }
869 AbsolutePosition = pos;
870 987
871 AddToPhysicalScene(isFlying); 988 float localAVHeight = 1.56f;
989 if (Appearance.AvatarHeight > 0)
990 localAVHeight = Appearance.AvatarHeight;
872 991
873 if (ForceFly) 992 float posZLimit = 0;
874 {
875 Flying = true;
876 }
877 else if (FlyDisabled)
878 {
879 Flying = false;
880 }
881 993
994 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
995 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
996
997 float newPosZ = posZLimit + localAVHeight / 2;
998 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
999 {
1000 pos.Z = newPosZ;
1001 }
1002 AbsolutePosition = pos;
1003
1004 if (m_teleportFlags == TeleportFlags.Default)
1005 {
1006 Vector3 vel = Velocity;
1007 AddToPhysicalScene(isFlying);
1008 if (PhysicsActor != null)
1009 PhysicsActor.SetMomentum(vel);
1010 }
1011 else
1012 AddToPhysicalScene(isFlying);
1013
1014 if (ForceFly)
1015 {
1016 Flying = true;
1017 }
1018 else if (FlyDisabled)
1019 {
1020 Flying = false;
1021 }
1022 }
882 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 1023 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
883 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 1024 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
884 // elsewhere anyway 1025 // elsewhere anyway
@@ -898,14 +1039,19 @@ namespace OpenSim.Region.Framework.Scenes
898 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); 1039 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
899 1040
900 // Resume scripts 1041 // Resume scripts
901 foreach (SceneObjectGroup sog in m_attachments) 1042 Util.FireAndForget(delegate(object x) {
902 { 1043 foreach (SceneObjectGroup sog in m_attachments)
903 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 1044 {
904 sog.ResumeScripts(); 1045 sog.ScheduleGroupForFullUpdate();
905 } 1046 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1047 sog.ResumeScripts();
1048 }
1049 });
906 } 1050 }
907 } 1051 }
908 1052
1053 SendAvatarDataToAllAgents();
1054
909 // send the animations of the other presences to me 1055 // send the animations of the other presences to me
910 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 1056 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
911 { 1057 {
@@ -916,9 +1062,12 @@ namespace OpenSim.Region.Framework.Scenes
916 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1062 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
917 // stall on the border crossing since the existing child agent will still have the last movement 1063 // stall on the border crossing since the existing child agent will still have the last movement
918 // recorded, which stops the input from being processed. 1064 // recorded, which stops the input from being processed.
1065
919 MovementFlag = 0; 1066 MovementFlag = 0;
920 1067
921 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1068 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1069
1070 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
922 } 1071 }
923 1072
924 public int GetStateSource() 1073 public int GetStateSource()
@@ -946,12 +1095,16 @@ namespace OpenSim.Region.Framework.Scenes
946 /// </remarks> 1095 /// </remarks>
947 public void MakeChildAgent() 1096 public void MakeChildAgent()
948 { 1097 {
1098 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1099
949 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1100 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
950 1101
951 // Reset these so that teleporting in and walking out isn't seen 1102 // Reset these so that teleporting in and walking out isn't seen
952 // as teleporting back 1103 // as teleporting back
953 TeleportFlags = TeleportFlags.Default; 1104 TeleportFlags = TeleportFlags.Default;
954 1105
1106 MovementFlag = 0;
1107
955 // It looks like Animator is set to null somewhere, and MakeChild 1108 // It looks like Animator is set to null somewhere, and MakeChild
956 // is called after that. Probably in aborted teleports. 1109 // is called after that. Probably in aborted teleports.
957 if (Animator == null) 1110 if (Animator == null)
@@ -959,6 +1112,7 @@ namespace OpenSim.Region.Framework.Scenes
959 else 1112 else
960 Animator.ResetAnimations(); 1113 Animator.ResetAnimations();
961 1114
1115
962// m_log.DebugFormat( 1116// m_log.DebugFormat(
963// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1117// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
964// Name, UUID, m_scene.RegionInfo.RegionName); 1118// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -970,6 +1124,7 @@ namespace OpenSim.Region.Framework.Scenes
970 IsChildAgent = true; 1124 IsChildAgent = true;
971 m_scene.SwapRootAgentCount(true); 1125 m_scene.SwapRootAgentCount(true);
972 RemoveFromPhysicalScene(); 1126 RemoveFromPhysicalScene();
1127 ParentID = 0; // Child agents can't be sitting
973 1128
974 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1129 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
975 1130
@@ -985,9 +1140,9 @@ namespace OpenSim.Region.Framework.Scenes
985 { 1140 {
986// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1141// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
987 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1142 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
988 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
989 PhysicsActor.UnSubscribeEvents();
990 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1143 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1144 PhysicsActor.UnSubscribeEvents();
1145 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
991 PhysicsActor = null; 1146 PhysicsActor = null;
992 } 1147 }
993// else 1148// else
@@ -1004,7 +1159,7 @@ namespace OpenSim.Region.Framework.Scenes
1004 /// <param name="pos"></param> 1159 /// <param name="pos"></param>
1005 public void Teleport(Vector3 pos) 1160 public void Teleport(Vector3 pos)
1006 { 1161 {
1007 TeleportWithMomentum(pos, null); 1162 TeleportWithMomentum(pos, Vector3.Zero);
1008 } 1163 }
1009 1164
1010 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1165 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1028,6 +1183,41 @@ namespace OpenSim.Region.Framework.Scenes
1028 SendTerseUpdateToAllClients(); 1183 SendTerseUpdateToAllClients();
1029 } 1184 }
1030 1185
1186 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1187 {
1188 CheckLandingPoint(ref newpos);
1189 AbsolutePosition = newpos;
1190
1191 if (newvel.HasValue)
1192 {
1193 if ((Vector3)newvel == Vector3.Zero)
1194 {
1195 if (PhysicsActor != null)
1196 PhysicsActor.SetMomentum(Vector3.Zero);
1197 m_velocity = Vector3.Zero;
1198 }
1199 else
1200 {
1201 if (PhysicsActor != null)
1202 PhysicsActor.SetMomentum((Vector3)newvel);
1203 m_velocity = (Vector3)newvel;
1204
1205 if (rotateToVelXY)
1206 {
1207 Vector3 lookAt = (Vector3)newvel;
1208 lookAt.Z = 0;
1209 lookAt.Normalize();
1210 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1211 return;
1212 }
1213 }
1214 }
1215
1216 SendTerseUpdateToAllClients();
1217 }
1218
1219
1220
1031 public void StopFlying() 1221 public void StopFlying()
1032 { 1222 {
1033 ControllingClient.StopFlying(this); 1223 ControllingClient.StopFlying(this);
@@ -1118,6 +1308,13 @@ namespace OpenSim.Region.Framework.Scenes
1118 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height); 1308 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height);
1119 } 1309 }
1120 1310
1311 public void SetSize(Vector3 size, float feetoffset)
1312 {
1313 if (PhysicsActor != null && !IsChildAgent)
1314 PhysicsActor.setAvatarSize(size, feetoffset);
1315
1316 }
1317
1121 /// <summary> 1318 /// <summary>
1122 /// Complete Avatar's movement into the region. 1319 /// Complete Avatar's movement into the region.
1123 /// </summary> 1320 /// </summary>
@@ -1137,7 +1334,8 @@ namespace OpenSim.Region.Framework.Scenes
1137 1334
1138 Vector3 look = Velocity; 1335 Vector3 look = Velocity;
1139 1336
1140 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1337 // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1338 if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
1141 { 1339 {
1142 look = new Vector3(0.99f, 0.042f, 0); 1340 look = new Vector3(0.99f, 0.042f, 0);
1143 } 1341 }
@@ -1187,13 +1385,15 @@ namespace OpenSim.Region.Framework.Scenes
1187 // Create child agents in neighbouring regions 1385 // Create child agents in neighbouring regions
1188 if (openChildAgents && !IsChildAgent) 1386 if (openChildAgents && !IsChildAgent)
1189 { 1387 {
1388
1190 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1389 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1191 if (m_agentTransfer != null) 1390 if (m_agentTransfer != null)
1192 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1391 m_agentTransfer.EnableChildAgents(this);
1193 1392
1194 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1393 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1195 if (friendsModule != null) 1394 if (friendsModule != null)
1196 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1395 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1396
1197 } 1397 }
1198 1398
1199// m_log.DebugFormat( 1399// m_log.DebugFormat(
@@ -1209,35 +1409,43 @@ namespace OpenSim.Region.Framework.Scenes
1209 /// <param name="collisionPoint"></param> 1409 /// <param name="collisionPoint"></param>
1210 /// <param name="localid"></param> 1410 /// <param name="localid"></param>
1211 /// <param name="distance"></param> 1411 /// <param name="distance"></param>
1412 ///
1413
1414 private void UpdateCameraCollisionPlane(Vector4 plane)
1415 {
1416 if (m_lastCameraCollisionPlane != plane)
1417 {
1418 m_lastCameraCollisionPlane = plane;
1419 ControllingClient.SendCameraConstraint(plane);
1420 }
1421 }
1422
1212 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1423 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1213 { 1424 {
1214 const float POSITION_TOLERANCE = 0.02f; 1425 const float POSITION_TOLERANCE = 0.02f;
1215 const float VELOCITY_TOLERANCE = 0.02f;
1216 const float ROTATION_TOLERANCE = 0.02f; 1426 const float ROTATION_TOLERANCE = 0.02f;
1217 1427
1218 if (m_followCamAuto) 1428 m_doingCamRayCast = false;
1429 if (hitYN && localid != LocalId)
1219 { 1430 {
1220 if (hitYN) 1431 CameraConstraintActive = true;
1221 { 1432 pNormal.X = (float)Math.Round(pNormal.X, 2);
1222 CameraConstraintActive = true; 1433 pNormal.Y = (float)Math.Round(pNormal.Y, 2);
1223 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); 1434 pNormal.Z = (float)Math.Round(pNormal.Z, 2);
1224 1435 pNormal.Normalize();
1225 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1436 collisionPoint.X = (float)Math.Round(collisionPoint.X, 1);
1226 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1437 collisionPoint.Y = (float)Math.Round(collisionPoint.Y, 1);
1227 } 1438 collisionPoint.Z = (float)Math.Round(collisionPoint.Z, 1);
1228 else 1439
1229 { 1440 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z, Vector3.Dot(collisionPoint, pNormal));
1230 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1441 UpdateCameraCollisionPlane(plane);
1231 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1442 }
1232 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1443 else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1233 { 1444 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1234 if (CameraConstraintActive) 1445 {
1235 { 1446 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
1236 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); 1447 UpdateCameraCollisionPlane(plane);
1237 CameraConstraintActive = false; 1448 CameraConstraintActive = false;
1238 }
1239 }
1240 }
1241 } 1449 }
1242 } 1450 }
1243 1451
@@ -1312,12 +1520,6 @@ namespace OpenSim.Region.Framework.Scenes
1312 // DrawDistance = agentData.Far; 1520 // DrawDistance = agentData.Far;
1313 DrawDistance = Scene.DefaultDrawDistance; 1521 DrawDistance = Scene.DefaultDrawDistance;
1314 1522
1315 // Check if Client has camera in 'follow cam' or 'build' mode.
1316 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
1317
1318 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
1319 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1320
1321 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1523 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1322 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1524 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1323 1525
@@ -1337,14 +1539,38 @@ namespace OpenSim.Region.Framework.Scenes
1337 StandUp(); 1539 StandUp();
1338 } 1540 }
1339 1541
1340 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1341 // Raycast from the avatar's head to the camera to see if there's anything blocking the view 1542 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1342 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) 1543 // this exclude checks may not be complete
1544
1545 if (m_movementUpdateCount % NumMovementsBetweenRayCast == 0 && m_scene.PhysicsScene.SupportsRayCast())
1343 { 1546 {
1344 if (m_followCamAuto) 1547 if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0)
1548 {
1549 Vector3 posAdjusted = AbsolutePosition;
1550// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
1551 posAdjusted.Z += 1.0f; // viewer current camera focus point
1552 Vector3 tocam = CameraPosition - posAdjusted;
1553 tocam.X = (float)Math.Round(tocam.X, 1);
1554 tocam.Y = (float)Math.Round(tocam.Y, 1);
1555 tocam.Z = (float)Math.Round(tocam.Z, 1);
1556
1557 float distTocamlen = tocam.Length();
1558 if (distTocamlen > 0.3f)
1559 {
1560 tocam *= (1.0f / distTocamlen);
1561 posAdjusted.X = (float)Math.Round(posAdjusted.X, 1);
1562 posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1);
1563 posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1);
1564
1565 m_doingCamRayCast = true;
1566 m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
1567 }
1568 }
1569 else if (CameraConstraintActive && (m_mouseLook || ParentID != 0))
1345 { 1570 {
1346 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1571 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
1347 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1572 UpdateCameraCollisionPlane(plane);
1573 CameraConstraintActive = false;
1348 } 1574 }
1349 } 1575 }
1350 1576
@@ -1782,7 +2008,8 @@ namespace OpenSim.Region.Framework.Scenes
1782// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); 2008// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
1783 2009
1784 MovingToTarget = false; 2010 MovingToTarget = false;
1785 MoveToPositionTarget = Vector3.Zero; 2011// MoveToPositionTarget = Vector3.Zero;
2012 m_forceToApply = null; // cancel possible last action
1786 2013
1787 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct 2014 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
1788 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. 2015 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
@@ -1800,12 +2027,17 @@ namespace OpenSim.Region.Framework.Scenes
1800// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 2027// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1801 2028
1802 SitGround = false; 2029 SitGround = false;
2030
2031/* move this down so avatar gets physical in the new position and not where it is siting
1803 if (PhysicsActor == null) 2032 if (PhysicsActor == null)
1804 AddToPhysicalScene(false); 2033 AddToPhysicalScene(false);
2034 */
1805 2035
1806 if (ParentID != 0) 2036 if (ParentID != 0)
1807 { 2037 {
1808 SceneObjectPart part = ParentPart; 2038 SceneObjectPart part = ParentPart;
2039 UnRegisterSeatControls(part.ParentGroup.UUID);
2040
1809 TaskInventoryDictionary taskIDict = part.TaskInventory; 2041 TaskInventoryDictionary taskIDict = part.TaskInventory;
1810 if (taskIDict != null) 2042 if (taskIDict != null)
1811 { 2043 {
@@ -1821,14 +2053,22 @@ namespace OpenSim.Region.Framework.Scenes
1821 } 2053 }
1822 } 2054 }
1823 2055
1824 ParentPosition = part.GetWorldPosition(); 2056 part.ParentGroup.DeleteAvatar(UUID);
2057// ParentPosition = part.GetWorldPosition();
1825 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2058 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1826 2059
1827 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 2060// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1828 ParentPosition = Vector3.Zero; 2061// ParentPosition = Vector3.Zero;
2062 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
2063 if (part.SitTargetAvatar == UUID)
2064 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
1829 2065
1830 ParentID = 0; 2066 ParentID = 0;
1831 ParentPart = null; 2067 ParentPart = null;
2068
2069 if (PhysicsActor == null)
2070 AddToPhysicalScene(false);
2071
1832 SendAvatarDataToAllAgents(); 2072 SendAvatarDataToAllAgents();
1833 m_requestedSitTargetID = 0; 2073 m_requestedSitTargetID = 0;
1834 2074
@@ -1838,6 +2078,9 @@ namespace OpenSim.Region.Framework.Scenes
1838 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2078 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1839 } 2079 }
1840 2080
2081 else if (PhysicsActor == null)
2082 AddToPhysicalScene(false);
2083
1841 Animator.TrySetMovementAnimation("STAND"); 2084 Animator.TrySetMovementAnimation("STAND");
1842 } 2085 }
1843 2086
@@ -1885,11 +2128,8 @@ namespace OpenSim.Region.Framework.Scenes
1885 if (part == null) 2128 if (part == null)
1886 return; 2129 return;
1887 2130
1888 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1889 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1890
1891 if (PhysicsActor != null) 2131 if (PhysicsActor != null)
1892 m_sitAvatarHeight = PhysicsActor.Size.Z; 2132 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
1893 2133
1894 bool canSit = false; 2134 bool canSit = false;
1895 Vector3 pos = part.AbsolutePosition + offset; 2135 Vector3 pos = part.AbsolutePosition + offset;
@@ -1906,31 +2146,31 @@ namespace OpenSim.Region.Framework.Scenes
1906 } 2146 }
1907 else 2147 else
1908 { 2148 {
2149 if (PhysicsSit(part,offset)) // physics engine
2150 return;
2151
1909 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10) 2152 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
1910 { 2153 {
1911// m_log.DebugFormat(
1912// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is unset and within 10m",
1913// Name, part.Name, part.LocalId);
1914 2154
1915 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 2155 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1916 canSit = true; 2156 canSit = true;
1917 } 2157 }
1918// else
1919// {
1920// m_log.DebugFormat(
1921// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
1922// Name, part.Name, part.LocalId);
1923// }
1924 } 2158 }
1925 2159
1926 if (canSit) 2160 if (canSit)
1927 { 2161 {
2162
1928 if (PhysicsActor != null) 2163 if (PhysicsActor != null)
1929 { 2164 {
1930 // We can remove the physicsActor until they stand up. 2165 // We can remove the physicsActor until they stand up.
1931 RemoveFromPhysicalScene(); 2166 RemoveFromPhysicalScene();
1932 } 2167 }
1933 2168
2169 if (MovingToTarget)
2170 ResetMoveToTarget();
2171
2172 Velocity = Vector3.Zero;
2173
1934 part.AddSittingAvatar(UUID); 2174 part.AddSittingAvatar(UUID);
1935 2175
1936 cameraAtOffset = part.GetCameraAtOffset(); 2176 cameraAtOffset = part.GetCameraAtOffset();
@@ -1938,7 +2178,7 @@ namespace OpenSim.Region.Framework.Scenes
1938 forceMouselook = part.GetForceMouselook(); 2178 forceMouselook = part.GetForceMouselook();
1939 2179
1940 ControllingClient.SendSitResponse( 2180 ControllingClient.SendSitResponse(
1941 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2181 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1942 2182
1943 m_requestedSitTargetUUID = targetID; 2183 m_requestedSitTargetUUID = targetID;
1944 2184
@@ -1952,6 +2192,9 @@ namespace OpenSim.Region.Framework.Scenes
1952 2192
1953 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2193 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
1954 { 2194 {
2195 if (IsChildAgent)
2196 return;
2197
1955 if (ParentID != 0) 2198 if (ParentID != 0)
1956 { 2199 {
1957 StandUp(); 2200 StandUp();
@@ -1964,14 +2207,6 @@ namespace OpenSim.Region.Framework.Scenes
1964 m_requestedSitTargetID = part.LocalId; 2207 m_requestedSitTargetID = part.LocalId;
1965 m_requestedSitTargetUUID = targetID; 2208 m_requestedSitTargetUUID = targetID;
1966 2209
1967// m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
1968
1969 if (m_scene.PhysicsScene.SupportsRayCast())
1970 {
1971 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
1972 //SitRayCastAvatarPosition(part);
1973 //return;
1974 }
1975 } 2210 }
1976 else 2211 else
1977 { 2212 {
@@ -1981,197 +2216,111 @@ namespace OpenSim.Region.Framework.Scenes
1981 SendSitResponse(targetID, offset, Quaternion.Identity); 2216 SendSitResponse(targetID, offset, Quaternion.Identity);
1982 } 2217 }
1983 2218
1984 /* 2219 // returns false if does not suport so older sit can be tried
1985 public void SitRayCastAvatarPosition(SceneObjectPart part) 2220 public bool PhysicsSit(SceneObjectPart part, Vector3 offset)
1986 { 2221 {
1987 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2222 if (part == null || part.ParentGroup.IsAttachment)
1988 Vector3 StartRayCastPosition = AbsolutePosition;
1989 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
1990 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
1991 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
1992 }
1993
1994 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
1995 {
1996 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
1997 if (part != null)
1998 {
1999 if (hitYN)
2000 {
2001 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2002 {
2003 SitRaycastFindEdge(collisionPoint, normal);
2004 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2005 }
2006 else
2007 {
2008 SitRayCastAvatarPositionCameraZ(part);
2009 }
2010 }
2011 else
2012 {
2013 SitRayCastAvatarPositionCameraZ(part);
2014 }
2015 }
2016 else
2017 { 2223 {
2018 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2224 return true;
2019 m_requestedSitTargetUUID = UUID.Zero;
2020 m_requestedSitTargetID = 0;
2021 m_requestedSitOffset = Vector3.Zero;
2022 } 2225 }
2023 2226
2024 } 2227 if ( m_scene.PhysicsScene == null)
2025 2228 return false;
2026 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part)
2027 {
2028 // Next, try to raycast from the camera Z position
2029 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2030 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2031 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2032 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2033 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2034 }
2035 2229
2036 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2230 if (part.PhysActor == null)
2037 {
2038 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2039 if (part != null)
2040 { 2231 {
2041 if (hitYN) 2232 // none physcis shape
2042 { 2233 if (part.PhysicsShapeType == (byte)PhysicsShapeType.None)
2043 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2234 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2044 {
2045 SitRaycastFindEdge(collisionPoint, normal);
2046 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2047 }
2048 else
2049 {
2050 SitRayCastCameraPosition(part);
2051 }
2052 }
2053 else 2235 else
2054 { 2236 { // non physical phantom TODO
2055 SitRayCastCameraPosition(part); 2237 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2238 return false;
2056 } 2239 }
2057 } 2240 return true;
2058 else
2059 {
2060 ControllingClient.SendAlertMessage("Sit position no longer exists");
2061 m_requestedSitTargetUUID = UUID.Zero;
2062 m_requestedSitTargetID = 0;
2063 m_requestedSitOffset = Vector3.Zero;
2064 } 2241 }
2065 2242
2066 }
2067 2243
2068 public void SitRayCastCameraPosition(SceneObjectPart part) 2244 // not doing autopilot
2069 { 2245 m_requestedSitTargetID = 0;
2070 // Next, try to raycast from the camera position
2071 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2072 Vector3 StartRayCastPosition = CameraPosition;
2073 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2074 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2075 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2076 }
2077 2246
2078 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2247 if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0)
2079 { 2248 return true;
2080 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2081 if (part != null)
2082 {
2083 if (hitYN)
2084 {
2085 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2086 {
2087 SitRaycastFindEdge(collisionPoint, normal);
2088 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2089 }
2090 else
2091 {
2092 SitRayHorizontal(part);
2093 }
2094 }
2095 else
2096 {
2097 SitRayHorizontal(part);
2098 }
2099 }
2100 else
2101 {
2102 ControllingClient.SendAlertMessage("Sit position no longer exists");
2103 m_requestedSitTargetUUID = UUID.Zero;
2104 m_requestedSitTargetID = 0;
2105 m_requestedSitOffset = Vector3.Zero;
2106 }
2107 2249
2250 return false;
2108 } 2251 }
2109 2252
2110 public void SitRayHorizontal(SceneObjectPart part) 2253
2254 private bool CanEnterLandPosition(Vector3 testPos)
2111 { 2255 {
2112 // Next, try to raycast from the avatar position to fwd 2256 ILandObject land = m_scene.LandChannel.GetLandObject(testPos.X, testPos.Y);
2113 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2257
2114 Vector3 StartRayCastPosition = CameraPosition; 2258 if (land == null || land.LandData.Name == "NO_LAND")
2115 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2259 return true;
2116 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2260
2117 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2261 return land.CanBeOnThisLand(UUID,testPos.Z);
2118 } 2262 }
2119 2263
2120 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2264 // status
2265 // < 0 ignore
2266 // 0 bad sit spot
2267 public void PhysicsSitResponse(int status, uint partID, Vector3 offset, Quaternion Orientation)
2121 { 2268 {
2122 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2269 if (status < 0)
2123 if (part != null) 2270 return;
2271
2272 if (status == 0)
2124 { 2273 {
2125 if (hitYN) 2274 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2126 { 2275 return;
2127 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2128 {
2129 SitRaycastFindEdge(collisionPoint, normal);
2130 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2131 // Next, try to raycast from the camera position
2132 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2133 Vector3 StartRayCastPosition = CameraPosition;
2134 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2135 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2136 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2137 }
2138 else
2139 {
2140 ControllingClient.SendAlertMessage("Sit position not accessable.");
2141 m_requestedSitTargetUUID = UUID.Zero;
2142 m_requestedSitTargetID = 0;
2143 m_requestedSitOffset = Vector3.Zero;
2144 }
2145 }
2146 else
2147 {
2148 ControllingClient.SendAlertMessage("Sit position not accessable.");
2149 m_requestedSitTargetUUID = UUID.Zero;
2150 m_requestedSitTargetID = 0;
2151 m_requestedSitOffset = Vector3.Zero;
2152 }
2153 } 2276 }
2154 else 2277
2278 SceneObjectPart part = m_scene.GetSceneObjectPart(partID);
2279 if (part == null)
2280 return;
2281
2282 Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation();
2283 if(!CanEnterLandPosition(targetPos))
2155 { 2284 {
2156 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2285 ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot");
2157 m_requestedSitTargetUUID = UUID.Zero; 2286 return;
2158 m_requestedSitTargetID = 0;
2159 m_requestedSitOffset = Vector3.Zero;
2160 } 2287 }
2161 2288
2162 } 2289 RemoveFromPhysicalScene();
2163 2290
2164 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2291 if (MovingToTarget)
2165 { 2292 ResetMoveToTarget();
2166 int i = 0; 2293
2167 //throw new NotImplementedException(); 2294 Velocity = Vector3.Zero;
2168 //m_requestedSitTargetUUID = UUID.Zero; 2295
2169 //m_requestedSitTargetID = 0; 2296 part.AddSittingAvatar(UUID);
2170 //m_requestedSitOffset = Vector3.Zero;
2171 2297
2172 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2298 Vector3 cameraAtOffset = part.GetCameraAtOffset();
2299 Vector3 cameraEyeOffset = part.GetCameraEyeOffset();
2300 bool forceMouselook = part.GetForceMouselook();
2301
2302 ControllingClient.SendSitResponse(
2303 part.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2304
2305 // not using autopilot
2306
2307 Rotation = Orientation;
2308 m_pos = offset;
2309
2310 m_requestedSitTargetID = 0;
2311 part.ParentGroup.AddAvatar(UUID);
2312
2313 ParentPart = part;
2314 ParentID = part.LocalId;
2315 if(status == 3)
2316 Animator.TrySetMovementAnimation("SIT_GROUND");
2317 else
2318 Animator.TrySetMovementAnimation("SIT");
2319 SendAvatarDataToAllAgents();
2320
2321 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2173 } 2322 }
2174 */ 2323
2175 2324
2176 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2325 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2177 { 2326 {
@@ -2188,6 +2337,7 @@ namespace OpenSim.Region.Framework.Scenes
2188 return; 2337 return;
2189 } 2338 }
2190 2339
2340
2191 if (part.SitTargetAvatar == UUID) 2341 if (part.SitTargetAvatar == UUID)
2192 { 2342 {
2193 Vector3 sitTargetPos = part.SitTargetPosition; 2343 Vector3 sitTargetPos = part.SitTargetPosition;
@@ -2202,14 +2352,39 @@ namespace OpenSim.Region.Framework.Scenes
2202 2352
2203 //Quaternion result = (sitTargetOrient * vq) * nq; 2353 //Quaternion result = (sitTargetOrient * vq) * nq;
2204 2354
2205 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2355 double x, y, z, m;
2356
2357 Quaternion r = sitTargetOrient;
2358 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2359
2360 if (Math.Abs(1.0 - m) > 0.000001)
2361 {
2362 m = 1.0 / Math.Sqrt(m);
2363 r.X *= (float)m;
2364 r.Y *= (float)m;
2365 r.Z *= (float)m;
2366 r.W *= (float)m;
2367 }
2368
2369 x = 2 * (r.X * r.Z + r.Y * r.W);
2370 y = 2 * (-r.X * r.W + r.Y * r.Z);
2371 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2372
2373 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2374 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2375
2376 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2377
2378// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2206 Rotation = sitTargetOrient; 2379 Rotation = sitTargetOrient;
2207 ParentPosition = part.AbsolutePosition; 2380// ParentPosition = part.AbsolutePosition;
2381 part.ParentGroup.AddAvatar(UUID);
2208 } 2382 }
2209 else 2383 else
2210 { 2384 {
2211 m_pos -= part.AbsolutePosition; 2385 m_pos -= part.AbsolutePosition;
2212 ParentPosition = part.AbsolutePosition; 2386// ParentPosition = part.AbsolutePosition;
2387 part.ParentGroup.AddAvatar(UUID);
2213 2388
2214// m_log.DebugFormat( 2389// m_log.DebugFormat(
2215// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2390// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2259,6 +2434,13 @@ namespace OpenSim.Region.Framework.Scenes
2259 Animator.RemoveAnimation(animID); 2434 Animator.RemoveAnimation(animID);
2260 } 2435 }
2261 2436
2437 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2438 {
2439 Animator.avnChangeAnim(animID, addRemove, sendPack);
2440 }
2441
2442
2443
2262 /// <summary> 2444 /// <summary>
2263 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2445 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2264 /// </summary> 2446 /// </summary>
@@ -2312,14 +2494,15 @@ namespace OpenSim.Region.Framework.Scenes
2312 direc.Z *= 2.6f; 2494 direc.Z *= 2.6f;
2313 2495
2314 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2496 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2315 Animator.TrySetMovementAnimation("PREJUMP"); 2497// Animator.TrySetMovementAnimation("PREJUMP");
2316 Animator.TrySetMovementAnimation("JUMP"); 2498// Animator.TrySetMovementAnimation("JUMP");
2317 } 2499 }
2318 } 2500 }
2319 } 2501 }
2320 2502
2321 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2503 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2322 m_forceToApply = direc; 2504 m_forceToApply = direc;
2505 Animator.UpdateMovementAnimations();
2323 } 2506 }
2324 2507
2325 #endregion 2508 #endregion
@@ -2337,16 +2520,12 @@ namespace OpenSim.Region.Framework.Scenes
2337 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2520 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2338 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2521 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2339 // storing a requested force instead of an actual traveling velocity 2522 // storing a requested force instead of an actual traveling velocity
2523 if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn)
2524 SendAvatarDataToAllAgents();
2340 2525
2341 // Throw away duplicate or insignificant updates 2526 if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2342 if ( 2527 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2343 // If the velocity has become zero, send it no matter what. 2528 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2344 (Velocity != m_lastVelocity && Velocity == Vector3.Zero)
2345 // otherwise, if things have changed reasonably, send the update
2346 || (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
2347 || !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE)
2348 || !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)))
2349
2350 { 2529 {
2351 SendTerseUpdateToAllClients(); 2530 SendTerseUpdateToAllClients();
2352 2531
@@ -2535,6 +2714,8 @@ namespace OpenSim.Region.Framework.Scenes
2535 return; 2714 return;
2536 } 2715 }
2537 2716
2717 m_lastSize = Appearance.AvatarSize;
2718
2538 int count = 0; 2719 int count = 0;
2539 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 2720 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
2540 { 2721 {
@@ -2642,6 +2823,8 @@ namespace OpenSim.Region.Framework.Scenes
2642 2823
2643 avatar.ControllingClient.SendAppearance( 2824 avatar.ControllingClient.SendAppearance(
2644 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); 2825 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
2826
2827
2645 } 2828 }
2646 2829
2647 #endregion 2830 #endregion
@@ -2716,8 +2899,9 @@ namespace OpenSim.Region.Framework.Scenes
2716 2899
2717 // If we don't have a PhysActor, we can't cross anyway 2900 // If we don't have a PhysActor, we can't cross anyway
2718 // Also don't do this while sat, sitting avatars cross with the 2901 // Also don't do this while sat, sitting avatars cross with the
2719 // object they sit on. 2902 // object they sit on. ParentUUID denoted a pending sit, don't
2720 if (ParentID != 0 || PhysicsActor == null) 2903 // interfere with it.
2904 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2721 return; 2905 return;
2722 2906
2723 if (!IsInTransit) 2907 if (!IsInTransit)
@@ -2978,6 +3162,10 @@ namespace OpenSim.Region.Framework.Scenes
2978 } 3162 }
2979 3163
2980 private static Vector3 marker = new Vector3(-1f, -1f, -1f); 3164 private static Vector3 marker = new Vector3(-1f, -1f, -1f);
3165 private void RaiseUpdateThrottles()
3166 {
3167 m_scene.EventManager.TriggerThrottleUpdate(this);
3168 }
2981 /// <summary> 3169 /// <summary>
2982 /// This updates important decision making data about a child agent 3170 /// This updates important decision making data about a child agent
2983 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 3171 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
@@ -3058,6 +3246,9 @@ namespace OpenSim.Region.Framework.Scenes
3058 cAgent.AlwaysRun = SetAlwaysRun; 3246 cAgent.AlwaysRun = SetAlwaysRun;
3059 3247
3060 cAgent.Appearance = new AvatarAppearance(Appearance); 3248 cAgent.Appearance = new AvatarAppearance(Appearance);
3249
3250 cAgent.ParentPart = ParentUUID;
3251 cAgent.SitOffset = m_pos;
3061 3252
3062 lock (scriptedcontrols) 3253 lock (scriptedcontrols)
3063 { 3254 {
@@ -3066,7 +3257,7 @@ namespace OpenSim.Region.Framework.Scenes
3066 3257
3067 foreach (ScriptControllers c in scriptedcontrols.Values) 3258 foreach (ScriptControllers c in scriptedcontrols.Values)
3068 { 3259 {
3069 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3260 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3070 } 3261 }
3071 cAgent.Controllers = controls; 3262 cAgent.Controllers = controls;
3072 } 3263 }
@@ -3099,6 +3290,8 @@ namespace OpenSim.Region.Framework.Scenes
3099 CameraAtAxis = cAgent.AtAxis; 3290 CameraAtAxis = cAgent.AtAxis;
3100 CameraLeftAxis = cAgent.LeftAxis; 3291 CameraLeftAxis = cAgent.LeftAxis;
3101 CameraUpAxis = cAgent.UpAxis; 3292 CameraUpAxis = cAgent.UpAxis;
3293 ParentUUID = cAgent.ParentPart;
3294 m_prevSitOffset = cAgent.SitOffset;
3102 3295
3103 // When we get to the point of re-computing neighbors everytime this 3296 // When we get to the point of re-computing neighbors everytime this
3104 // changes, then start using the agent's drawdistance rather than the 3297 // changes, then start using the agent's drawdistance rather than the
@@ -3136,6 +3329,7 @@ namespace OpenSim.Region.Framework.Scenes
3136 foreach (ControllerData c in cAgent.Controllers) 3329 foreach (ControllerData c in cAgent.Controllers)
3137 { 3330 {
3138 ScriptControllers sc = new ScriptControllers(); 3331 ScriptControllers sc = new ScriptControllers();
3332 sc.objectID = c.ObjectID;
3139 sc.itemID = c.ItemID; 3333 sc.itemID = c.ItemID;
3140 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3334 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3141 sc.eventControls = (ScriptControlled)c.EventControls; 3335 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3203,20 +3397,27 @@ namespace OpenSim.Region.Framework.Scenes
3203 } 3397 }
3204 3398
3205 if (Appearance.AvatarHeight == 0) 3399 if (Appearance.AvatarHeight == 0)
3206 Appearance.SetHeight(); 3400// Appearance.SetHeight();
3401 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
3207 3402
3208 PhysicsScene scene = m_scene.PhysicsScene; 3403 PhysicsScene scene = m_scene.PhysicsScene;
3209 3404
3210 Vector3 pVec = AbsolutePosition; 3405 Vector3 pVec = AbsolutePosition;
3211 3406
3407/*
3212 PhysicsActor = scene.AddAvatar( 3408 PhysicsActor = scene.AddAvatar(
3213 LocalId, Firstname + "." + Lastname, pVec, 3409 LocalId, Firstname + "." + Lastname, pVec,
3214 new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying); 3410 new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying);
3411*/
3412
3413 PhysicsActor = scene.AddAvatar(
3414 LocalId, Firstname + "." + Lastname, pVec,
3415 Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying);
3215 3416
3216 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3417 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3217 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3418 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3218 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3419 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3219 PhysicsActor.SubscribeEvents(500); 3420 PhysicsActor.SubscribeEvents(100);
3220 PhysicsActor.LocalID = LocalId; 3421 PhysicsActor.LocalID = LocalId;
3221 } 3422 }
3222 3423
@@ -3230,6 +3431,7 @@ namespace OpenSim.Region.Framework.Scenes
3230 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3431 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3231 } 3432 }
3232 3433
3434
3233 /// <summary> 3435 /// <summary>
3234 /// Event called by the physics plugin to tell the avatar about a collision. 3436 /// Event called by the physics plugin to tell the avatar about a collision.
3235 /// </summary> 3437 /// </summary>
@@ -3243,7 +3445,7 @@ namespace OpenSim.Region.Framework.Scenes
3243 /// <param name="e"></param> 3445 /// <param name="e"></param>
3244 public void PhysicsCollisionUpdate(EventArgs e) 3446 public void PhysicsCollisionUpdate(EventArgs e)
3245 { 3447 {
3246 if (IsChildAgent) 3448 if (IsChildAgent || Animator == null)
3247 return; 3449 return;
3248 3450
3249 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3451 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
@@ -3259,7 +3461,6 @@ namespace OpenSim.Region.Framework.Scenes
3259 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3461 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3260 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3462 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3261 3463
3262 CollisionPlane = Vector4.UnitW;
3263 3464
3264// // No collisions at all means we may be flying. Update always 3465// // No collisions at all means we may be flying. Update always
3265// // to make falling work 3466// // to make falling work
@@ -3271,6 +3472,7 @@ namespace OpenSim.Region.Framework.Scenes
3271 3472
3272 if (coldata.Count != 0) 3473 if (coldata.Count != 0)
3273 { 3474 {
3475/*
3274 switch (Animator.CurrentMovementAnimation) 3476 switch (Animator.CurrentMovementAnimation)
3275 { 3477 {
3276 case "STAND": 3478 case "STAND":
@@ -3279,24 +3481,38 @@ namespace OpenSim.Region.Framework.Scenes
3279 case "CROUCH": 3481 case "CROUCH":
3280 case "CROUCHWALK": 3482 case "CROUCHWALK":
3281 { 3483 {
3484 */
3282 ContactPoint lowest; 3485 ContactPoint lowest;
3283 lowest.SurfaceNormal = Vector3.Zero; 3486 lowest.SurfaceNormal = Vector3.Zero;
3284 lowest.Position = Vector3.Zero; 3487 lowest.Position = Vector3.Zero;
3285 lowest.Position.Z = Single.NaN; 3488 lowest.Position.Z = float.MaxValue;
3286 3489
3287 foreach (ContactPoint contact in coldata.Values) 3490 foreach (ContactPoint contact in coldata.Values)
3288 { 3491 {
3289 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) 3492
3493 if (contact.CharacterFeet && contact.Position.Z < lowest.Position.Z)
3290 { 3494 {
3291 lowest = contact; 3495 lowest = contact;
3292 } 3496 }
3293 } 3497 }
3294 3498
3295 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); 3499 if (lowest.Position.Z != float.MaxValue)
3500 {
3501 lowest.SurfaceNormal = -lowest.SurfaceNormal;
3502 CollisionPlane = new Vector4(lowest.SurfaceNormal, Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3503 }
3504 else
3505 CollisionPlane = Vector4.UnitW;
3506/*
3296 } 3507 }
3297 break; 3508 break;
3298 } 3509 }
3510*/
3299 } 3511 }
3512 else
3513 CollisionPlane = Vector4.UnitW;
3514
3515 RaiseCollisionScriptEvents(coldata);
3300 3516
3301 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3517 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3302 if (Invulnerable || GodLevel > 0) 3518 if (Invulnerable || GodLevel > 0)
@@ -3395,6 +3611,13 @@ namespace OpenSim.Region.Framework.Scenes
3395 // m_reprioritizationTimer.Dispose(); 3611 // m_reprioritizationTimer.Dispose();
3396 3612
3397 RemoveFromPhysicalScene(); 3613 RemoveFromPhysicalScene();
3614
3615 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
3616
3617// if (Animator != null)
3618// Animator.Close();
3619 Animator = null;
3620
3398 } 3621 }
3399 3622
3400 public void AddAttachment(SceneObjectGroup gobj) 3623 public void AddAttachment(SceneObjectGroup gobj)
@@ -3628,10 +3851,18 @@ namespace OpenSim.Region.Framework.Scenes
3628 3851
3629 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3852 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3630 { 3853 {
3854 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3855 if (p == null)
3856 return;
3857
3858 ControllingClient.SendTakeControls(controls, false, false);
3859 ControllingClient.SendTakeControls(controls, true, false);
3860
3631 ScriptControllers obj = new ScriptControllers(); 3861 ScriptControllers obj = new ScriptControllers();
3632 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3862 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3633 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3863 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3634 3864
3865 obj.objectID = p.ParentGroup.UUID;
3635 obj.itemID = Script_item_UUID; 3866 obj.itemID = Script_item_UUID;
3636 if (pass_on == 0 && accept == 0) 3867 if (pass_on == 0 && accept == 0)
3637 { 3868 {
@@ -3680,6 +3911,21 @@ namespace OpenSim.Region.Framework.Scenes
3680 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3911 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3681 } 3912 }
3682 3913
3914 private void UnRegisterSeatControls(UUID obj)
3915 {
3916 List<UUID> takers = new List<UUID>();
3917
3918 foreach (ScriptControllers c in scriptedcontrols.Values)
3919 {
3920 if (c.objectID == obj)
3921 takers.Add(c.itemID);
3922 }
3923 foreach (UUID t in takers)
3924 {
3925 UnRegisterControlEventsToScript(0, t);
3926 }
3927 }
3928
3683 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3929 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3684 { 3930 {
3685 ScriptControllers takecontrols; 3931 ScriptControllers takecontrols;
@@ -3998,6 +4244,12 @@ namespace OpenSim.Region.Framework.Scenes
3998 4244
3999 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4245 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4000 { 4246 {
4247 string reason;
4248
4249 // Honor bans
4250 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4251 return;
4252
4001 SceneObjectGroup telehub = null; 4253 SceneObjectGroup telehub = null;
4002 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4254 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4003 { 4255 {
@@ -4037,11 +4289,206 @@ namespace OpenSim.Region.Framework.Scenes
4037 pos = land.LandData.UserLocation; 4289 pos = land.LandData.UserLocation;
4038 } 4290 }
4039 } 4291 }
4040 4292
4041 land.SendLandUpdateToClient(ControllingClient); 4293 land.SendLandUpdateToClient(ControllingClient);
4042 } 4294 }
4043 } 4295 }
4044 4296
4297 private DetectedObject CreateDetObject(SceneObjectPart obj)
4298 {
4299 DetectedObject detobj = new DetectedObject();
4300 detobj.keyUUID = obj.UUID;
4301 detobj.nameStr = obj.Name;
4302 detobj.ownerUUID = obj.OwnerID;
4303 detobj.posVector = obj.AbsolutePosition;
4304 detobj.rotQuat = obj.GetWorldRotation();
4305 detobj.velVector = obj.Velocity;
4306 detobj.colliderType = 0;
4307 detobj.groupUUID = obj.GroupID;
4308
4309 return detobj;
4310 }
4311
4312 private DetectedObject CreateDetObject(ScenePresence av)
4313 {
4314 DetectedObject detobj = new DetectedObject();
4315 detobj.keyUUID = av.UUID;
4316 detobj.nameStr = av.ControllingClient.Name;
4317 detobj.ownerUUID = av.UUID;
4318 detobj.posVector = av.AbsolutePosition;
4319 detobj.rotQuat = av.Rotation;
4320 detobj.velVector = av.Velocity;
4321 detobj.colliderType = 0;
4322 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4323
4324 return detobj;
4325 }
4326
4327 private DetectedObject CreateDetObjectForGround()
4328 {
4329 DetectedObject detobj = new DetectedObject();
4330 detobj.keyUUID = UUID.Zero;
4331 detobj.nameStr = "";
4332 detobj.ownerUUID = UUID.Zero;
4333 detobj.posVector = AbsolutePosition;
4334 detobj.rotQuat = Quaternion.Identity;
4335 detobj.velVector = Vector3.Zero;
4336 detobj.colliderType = 0;
4337 detobj.groupUUID = UUID.Zero;
4338
4339 return detobj;
4340 }
4341
4342 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4343 {
4344 ColliderArgs colliderArgs = new ColliderArgs();
4345 List<DetectedObject> colliding = new List<DetectedObject>();
4346 foreach (uint localId in colliders)
4347 {
4348 if (localId == 0)
4349 continue;
4350
4351 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4352 if (obj != null)
4353 {
4354 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4355 colliding.Add(CreateDetObject(obj));
4356 }
4357 else
4358 {
4359 ScenePresence av = m_scene.GetScenePresence(localId);
4360 if (av != null && (!av.IsChildAgent))
4361 {
4362 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4363 colliding.Add(CreateDetObject(av));
4364 }
4365 }
4366 }
4367
4368 colliderArgs.Colliders = colliding;
4369
4370 return colliderArgs;
4371 }
4372
4373 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4374
4375 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4376 {
4377 ColliderArgs CollidingMessage;
4378
4379 if (colliders.Count > 0)
4380 {
4381 if ((dest.RootPart.ScriptEvents & ev) != 0)
4382 {
4383 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4384
4385 if (CollidingMessage.Colliders.Count > 0)
4386 notify(dest.RootPart.LocalId, CollidingMessage);
4387 }
4388 }
4389 }
4390
4391 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4392 {
4393 if ((dest.RootPart.ScriptEvents & ev) != 0)
4394 {
4395 ColliderArgs LandCollidingMessage = new ColliderArgs();
4396 List<DetectedObject> colliding = new List<DetectedObject>();
4397
4398 colliding.Add(CreateDetObjectForGround());
4399 LandCollidingMessage.Colliders = colliding;
4400
4401 notify(dest.RootPart.LocalId, LandCollidingMessage);
4402 }
4403 }
4404
4405 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4406 {
4407 try
4408 {
4409 List<uint> thisHitColliders = new List<uint>();
4410 List<uint> endedColliders = new List<uint>();
4411 List<uint> startedColliders = new List<uint>();
4412 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4413 CollisionForSoundInfo soundinfo;
4414 ContactPoint curcontact;
4415
4416 if (coldata.Count == 0)
4417 {
4418 if (m_lastColliders.Count == 0)
4419 return; // nothing to do
4420
4421 foreach (uint localID in m_lastColliders)
4422 {
4423 endedColliders.Add(localID);
4424 }
4425 m_lastColliders.Clear();
4426 }
4427
4428 else
4429 {
4430 foreach (uint id in coldata.Keys)
4431 {
4432 thisHitColliders.Add(id);
4433 if (!m_lastColliders.Contains(id))
4434 {
4435 startedColliders.Add(id);
4436 curcontact = coldata[id];
4437 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4438 {
4439 soundinfo = new CollisionForSoundInfo();
4440 soundinfo.colliderID = id;
4441 soundinfo.position = curcontact.Position;
4442 soundinfo.relativeVel = curcontact.RelativeSpeed;
4443 soundinfolist.Add(soundinfo);
4444 }
4445 }
4446 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4447 }
4448
4449 // calculate things that ended colliding
4450 foreach (uint localID in m_lastColliders)
4451 {
4452 if (!thisHitColliders.Contains(localID))
4453 {
4454 endedColliders.Add(localID);
4455 }
4456 }
4457 //add the items that started colliding this time to the last colliders list.
4458 foreach (uint localID in startedColliders)
4459 {
4460 m_lastColliders.Add(localID);
4461 }
4462 // remove things that ended colliding from the last colliders list
4463 foreach (uint localID in endedColliders)
4464 {
4465 m_lastColliders.Remove(localID);
4466 }
4467
4468 if (soundinfolist.Count > 0)
4469 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4470 }
4471
4472 foreach (SceneObjectGroup att in GetAttachments())
4473 {
4474 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4475 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4476 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4477
4478 if (startedColliders.Contains(0))
4479 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4480 if (m_lastColliders.Contains(0))
4481 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4482 if (endedColliders.Contains(0))
4483 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4484 }
4485 }
4486 finally
4487 {
4488 m_collisionEventFlag = false;
4489 }
4490 }
4491
4045 private void TeleportFlagsDebug() { 4492 private void TeleportFlagsDebug() {
4046 4493
4047 // Some temporary debugging help to show all the TeleportFlags we have... 4494 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4066,6 +4513,5 @@ namespace OpenSim.Region.Framework.Scenes
4066 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4513 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4067 4514
4068 } 4515 }
4069
4070 } 4516 }
4071} 4517}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 2d4c60a..123c158 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -262,6 +262,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
262 sr.Close(); 262 sr.Close();
263 } 263 }
264 264
265 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
266 if (keymotion.Count > 0)
267 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
268 else
269 sceneObject.RootPart.KeyframeMotion = null;
270
265 // Script state may, or may not, exist. Not having any, is NOT 271 // Script state may, or may not, exist. Not having any, is NOT
266 // ever a problem. 272 // ever a problem.
267 sceneObject.LoadScriptState(doc); 273 sceneObject.LoadScriptState(doc);
@@ -366,6 +372,23 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
366 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 372 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
367 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 373 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
368 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 374 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
375
376 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
377 m_SOPXmlProcessors.Add("Force", ProcessForce);
378 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
379 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
380
381
382 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
383
384 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
385 m_SOPXmlProcessors.Add("Density", ProcessDensity);
386 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
387 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
388 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
389 m_SOPXmlProcessors.Add("CameraEyeOffset", ProcessCameraEyeOffset);
390 m_SOPXmlProcessors.Add("CameraAtOffset", ProcessCameraAtOffset);
391
369 #endregion 392 #endregion
370 393
371 #region TaskInventoryXmlProcessors initialization 394 #region TaskInventoryXmlProcessors initialization
@@ -393,7 +416,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
393 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 416 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
394 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 417 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
395 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 418 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
396 419
397 #endregion 420 #endregion
398 421
399 #region ShapeXmlProcessors initialization 422 #region ShapeXmlProcessors initialization
@@ -593,6 +616,58 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
593 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 616 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
594 } 617 }
595 618
619 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
620 {
621 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
622 }
623
624 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
625 {
626 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
627 }
628
629 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
630 {
631 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
632 }
633
634 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
635 {
636 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
637 }
638
639 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
640 {
641 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
642 }
643
644 private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlTextReader reader)
645 {
646 obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset"));
647 }
648
649 private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlTextReader reader)
650 {
651 obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset"));
652 }
653
654 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
655 {
656 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
657
658 if (vehicle == null)
659 {
660 obj.VehicleParams = null;
661 m_log.DebugFormat(
662 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
663 obj.Name, obj.UUID);
664 }
665 else
666 {
667 obj.VehicleParams = vehicle;
668 }
669 }
670
596 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 671 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
597 { 672 {
598 List<string> errorNodeNames; 673 List<string> errorNodeNames;
@@ -757,6 +832,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
757 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 832 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
758 } 833 }
759 834
835 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
836 {
837 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
838 }
839
840 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
841 {
842 obj.Force = Util.ReadVector(reader, "Force");
843 }
844 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
845 {
846 obj.Torque = Util.ReadVector(reader, "Torque");
847 }
848
849 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
850 {
851 obj.VolumeDetectActive = Util.ReadBoolean(reader);
852 }
853
760 #endregion 854 #endregion
761 855
762 #region TaskInventoryXmlProcessors 856 #region TaskInventoryXmlProcessors
@@ -1144,6 +1238,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1144 }); 1238 });
1145 1239
1146 writer.WriteEndElement(); 1240 writer.WriteEndElement();
1241
1242 if (sog.RootPart.KeyframeMotion != null)
1243 {
1244 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1245
1246 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1247 writer.WriteBase64(data, 0, data.Length);
1248 writer.WriteEndElement();
1249 }
1250
1147 writer.WriteEndElement(); 1251 writer.WriteEndElement();
1148 } 1252 }
1149 1253
@@ -1243,6 +1347,29 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1243 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1347 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1244 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1348 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1245 1349
1350 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1351
1352 WriteVector(writer, "Force", sop.Force);
1353 WriteVector(writer, "Torque", sop.Torque);
1354
1355 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1356
1357 if (sop.VehicleParams != null)
1358 sop.VehicleParams.ToXml2(writer);
1359
1360 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1361 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1362 if (sop.Density != 1000.0f)
1363 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1364 if (sop.Friction != 0.6f)
1365 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1366 if (sop.Bounciness != 0.5f)
1367 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1368 if (sop.GravityModifier != 1.0f)
1369 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1370 WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
1371 WriteVector(writer, "CameraAtOffset", sop.GetCameraAtOffset());
1372
1246 writer.WriteEndElement(); 1373 writer.WriteEndElement();
1247 } 1374 }
1248 1375
@@ -1467,12 +1594,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1467 { 1594 {
1468 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1595 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1469 1596
1470 if (reader.IsEmptyElement)
1471 {
1472 reader.Read();
1473 return tinv;
1474 }
1475
1476 reader.ReadStartElement(name, String.Empty); 1597 reader.ReadStartElement(name, String.Empty);
1477 1598
1478 while (reader.Name == "TaskInventoryItem") 1599 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index b9d615e..5398ab9 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -175,7 +175,7 @@ namespace OpenSim.Region.Framework.Scenes
175 175
176 // saved last reported value so there is something available for llGetRegionFPS 176 // saved last reported value so there is something available for llGetRegionFPS
177 private float lastReportedSimFPS; 177 private float lastReportedSimFPS;
178 private float[] lastReportedSimStats = new float[22]; 178 private float[] lastReportedSimStats = new float[23];
179 private float m_pfps; 179 private float m_pfps;
180 180
181 /// <summary> 181 /// <summary>
@@ -189,12 +189,13 @@ namespace OpenSim.Region.Framework.Scenes
189 private int m_objectUpdates; 189 private int m_objectUpdates;
190 190
191 private int m_frameMS; 191 private int m_frameMS;
192 private int m_spareMS; 192
193 private int m_netMS; 193 private int m_netMS;
194 private int m_agentMS; 194 private int m_agentMS;
195 private int m_physicsMS; 195 private int m_physicsMS;
196 private int m_imageMS; 196 private int m_imageMS;
197 private int m_otherMS; 197 private int m_otherMS;
198 private int m_sleeptimeMS;
198 199
199//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 200//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
200//Ckrinke private int m_scriptMS = 0; 201//Ckrinke private int m_scriptMS = 0;
@@ -289,7 +290,7 @@ namespace OpenSim.Region.Framework.Scenes
289 290
290 private void statsHeartBeat(object sender, EventArgs e) 291 private void statsHeartBeat(object sender, EventArgs e)
291 { 292 {
292 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 293 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
293 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 294 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
294 295
295 // Know what's not thread safe in Mono... modifying timers. 296 // Know what's not thread safe in Mono... modifying timers.
@@ -327,6 +328,35 @@ namespace OpenSim.Region.Framework.Scenes
327 physfps = 0; 328 physfps = 0;
328 329
329#endregion 330#endregion
331 float factor = 1 / m_statsUpdateFactor;
332
333 if (reportedFPS <= 0)
334 reportedFPS = 1;
335
336 float perframe = 1.0f / (float)reportedFPS;
337
338 float TotalFrameTime = m_frameMS * perframe;
339
340 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
341
342 float sparetime;
343 float sleeptime;
344
345 if (TotalFrameTime > targetframetime)
346 {
347 sparetime = 0;
348 sleeptime = 0;
349 }
350 else
351 {
352 sparetime = m_frameMS - m_physicsMS - m_agentMS;
353 sparetime *= perframe;
354 if (sparetime < 0)
355 sparetime = 0;
356 else if (sparetime > TotalFrameTime)
357 sparetime = TotalFrameTime;
358 sleeptime = m_sleeptimeMS * perframe;
359 }
330 360
331 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 361 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
332 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 362 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -338,25 +368,15 @@ namespace OpenSim.Region.Framework.Scenes
338 // so that stat numbers are always consistent. 368 // so that stat numbers are always consistent.
339 CheckStatSanity(); 369 CheckStatSanity();
340 370
341 //Our time dilation is 0.91 when we're running a full speed, 371 // other MS is actually simulation time
342 // therefore to make sure we get an appropriate range, 372 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
343 // we have to factor in our error. (0.10f * statsUpdateFactor) 373 // m_imageMS m_netMS are not included in m_frameMS
344 // multiplies the fix for the error times the amount of times it'll occur a second
345 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
346 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
347
348 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
349 // values to X-per-second values.
350 374
351 uint thisFrame = m_scene.Frame; 375 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
352 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 376 if (m_otherMS < 0)
353 m_lastUpdateFrame = thisFrame; 377 m_otherMS = 0;
354 378
355 // Avoid div-by-zero if somehow we've not updated any frames. 379 for (int i = 0; i < 23; i++)
356 if (framesUpdated == 0)
357 framesUpdated = 1;
358
359 for (int i = 0; i < 22; i++)
360 { 380 {
361 sb[i] = new SimStatsPacket.StatBlock(); 381 sb[i] = new SimStatsPacket.StatBlock();
362 } 382 }
@@ -386,19 +406,19 @@ namespace OpenSim.Region.Framework.Scenes
386 sb[7].StatValue = m_activePrim; 406 sb[7].StatValue = m_activePrim;
387 407
388 sb[8].StatID = (uint)Stats.FrameMS; 408 sb[8].StatID = (uint)Stats.FrameMS;
389 sb[8].StatValue = m_frameMS / framesUpdated; 409 sb[8].StatValue = TotalFrameTime;
390 410
391 sb[9].StatID = (uint)Stats.NetMS; 411 sb[9].StatID = (uint)Stats.NetMS;
392 sb[9].StatValue = m_netMS / framesUpdated; 412 sb[9].StatValue = m_netMS * perframe;
393 413
394 sb[10].StatID = (uint)Stats.PhysicsMS; 414 sb[10].StatID = (uint)Stats.PhysicsMS;
395 sb[10].StatValue = m_physicsMS / framesUpdated; 415 sb[10].StatValue = m_physicsMS * perframe;
396 416
397 sb[11].StatID = (uint)Stats.ImageMS ; 417 sb[11].StatID = (uint)Stats.ImageMS ;
398 sb[11].StatValue = m_imageMS / framesUpdated; 418 sb[11].StatValue = m_imageMS * perframe;
399 419
400 sb[12].StatID = (uint)Stats.OtherMS; 420 sb[12].StatID = (uint)Stats.OtherMS;
401 sb[12].StatValue = m_otherMS / framesUpdated; 421 sb[12].StatValue = m_otherMS * perframe;
402 422
403 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 423 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
404 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 424 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -410,7 +430,7 @@ namespace OpenSim.Region.Framework.Scenes
410 sb[15].StatValue = m_unAckedBytes; 430 sb[15].StatValue = m_unAckedBytes;
411 431
412 sb[16].StatID = (uint)Stats.AgentMS; 432 sb[16].StatID = (uint)Stats.AgentMS;
413 sb[16].StatValue = m_agentMS / framesUpdated; 433 sb[16].StatValue = m_agentMS * perframe;
414 434
415 sb[17].StatID = (uint)Stats.PendingDownloads; 435 sb[17].StatID = (uint)Stats.PendingDownloads;
416 sb[17].StatValue = m_pendingDownloads; 436 sb[17].StatValue = m_pendingDownloads;
@@ -425,7 +445,10 @@ namespace OpenSim.Region.Framework.Scenes
425 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 445 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
426 446
427 sb[21].StatID = (uint)Stats.SimSpareMs; 447 sb[21].StatID = (uint)Stats.SimSpareMs;
428 sb[21].StatValue = m_spareMS / framesUpdated; 448 sb[21].StatValue = sparetime;
449
450 sb[22].StatID = (uint)Stats.SimSleepMs;
451 sb[22].StatValue = sleeptime;
429 452
430 for (int i = 0; i < 22; i++) 453 for (int i = 0; i < 22; i++)
431 { 454 {
@@ -444,28 +467,32 @@ namespace OpenSim.Region.Framework.Scenes
444 } 467 }
445 468
446 // Extra statistics that aren't currently sent to clients 469 // Extra statistics that aren't currently sent to clients
447 lock (m_lastReportedExtraSimStats) 470 if (m_scene.PhysicsScene != null)
448 { 471 {
449 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; 472 lock (m_lastReportedExtraSimStats)
450 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
451
452 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
453
454 if (physicsStats != null)
455 { 473 {
456 foreach (KeyValuePair<string, float> tuple in physicsStats) 474 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
475 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
476
477 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
478
479 if (physicsStats != null)
457 { 480 {
458 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second 481 foreach (KeyValuePair<string, float> tuple in physicsStats)
459 // Need to change things so that stats source can indicate whether they are per second or 482 {
460 // per frame. 483 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
461 if (tuple.Key.EndsWith("MS")) 484 // Need to change things so that stats source can indicate whether they are per second or
462 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 485 // per frame.
463 else 486 if (tuple.Key.EndsWith("MS"))
464 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 487 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
488 else
489 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
490 }
465 } 491 }
466 } 492 }
467 } 493 }
468 494
495// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
469 ResetValues(); 496 ResetValues();
470 } 497 }
471 } 498 }
@@ -488,7 +515,8 @@ namespace OpenSim.Region.Framework.Scenes
488 m_physicsMS = 0; 515 m_physicsMS = 0;
489 m_imageMS = 0; 516 m_imageMS = 0;
490 m_otherMS = 0; 517 m_otherMS = 0;
491 m_spareMS = 0; 518// m_spareMS = 0;
519 m_sleeptimeMS = 0;
492 520
493//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 521//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
494//Ckrinke m_scriptMS = 0; 522//Ckrinke m_scriptMS = 0;
@@ -572,11 +600,6 @@ namespace OpenSim.Region.Framework.Scenes
572 SlowFramesStat.Value++; 600 SlowFramesStat.Value++;
573 } 601 }
574 602
575 public void AddSpareMS(int ms)
576 {
577 m_spareMS += ms;
578 }
579
580 public void addNetMS(int ms) 603 public void addNetMS(int ms)
581 { 604 {
582 m_netMS += ms; 605 m_netMS += ms;
@@ -602,6 +625,11 @@ namespace OpenSim.Region.Framework.Scenes
602 m_otherMS += ms; 625 m_otherMS += ms;
603 } 626 }
604 627
628 public void addSleepMS(int ms)
629 {
630 m_sleeptimeMS += ms;
631 }
632
605 public void AddPendingDownloads(int count) 633 public void AddPendingDownloads(int count)
606 { 634 {
607 m_pendingDownloads += count; 635 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index c264433..1182c96 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -62,6 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); 62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); 63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); 64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
65
66 Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
65 } 67 }
66 68
67 /// <summary> 69 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
deleted file mode 100644
index 96973de..0000000
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
+++ /dev/null
@@ -1,184 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications;
34using OpenSim.Region.Framework.Scenes;
35using OpenSim.Tests.Common;
36using OpenSim.Tests.Common.Mock;
37
38namespace OpenSim.Region.Framework.Scenes.Tests
39{
40 /// <summary>
41 /// Tests for undo/redo
42 /// </summary>
43 public class SceneObjectUndoRedoTests : OpenSimTestCase
44 {
45 [Test]
46 public void TestUndoRedoResizeSceneObject()
47 {
48 TestHelpers.InMethod();
49// TestHelpers.EnableLogging();
50
51 Vector3 firstSize = new Vector3(2, 3, 4);
52 Vector3 secondSize = new Vector3(5, 6, 7);
53
54 Scene scene = new SceneHelpers().SetupScene();
55 scene.MaxUndoCount = 20;
56 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
57
58 // TODO: It happens to be the case that we are not storing undo states for SOPs which are not yet in a SOG,
59 // which is the way that AddSceneObject() sets up the object (i.e. it creates the SOP first). However,
60 // this is somewhat by chance. Really, we shouldn't be storing undo states at all if the object is not
61 // in a scene.
62 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
63
64 g1.GroupResize(firstSize);
65 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
66
67 g1.GroupResize(secondSize);
68 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
69
70 g1.RootPart.Undo();
71 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
72 Assert.That(g1.GroupScale, Is.EqualTo(firstSize));
73
74 g1.RootPart.Redo();
75 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
76 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
77 }
78
79 [Test]
80 public void TestUndoLimit()
81 {
82 TestHelpers.InMethod();
83
84 Vector3 firstSize = new Vector3(2, 3, 4);
85 Vector3 secondSize = new Vector3(5, 6, 7);
86 Vector3 thirdSize = new Vector3(8, 9, 10);
87 Vector3 fourthSize = new Vector3(11, 12, 13);
88
89 Scene scene = new SceneHelpers().SetupScene();
90 scene.MaxUndoCount = 2;
91 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
92
93 g1.GroupResize(firstSize);
94 g1.GroupResize(secondSize);
95 g1.GroupResize(thirdSize);
96 g1.GroupResize(fourthSize);
97
98 g1.RootPart.Undo();
99 g1.RootPart.Undo();
100 g1.RootPart.Undo();
101
102 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
103 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
104 }
105
106 [Test]
107 public void TestNoUndoOnObjectsNotInScene()
108 {
109 TestHelpers.InMethod();
110
111 Vector3 firstSize = new Vector3(2, 3, 4);
112 Vector3 secondSize = new Vector3(5, 6, 7);
113 Vector3 thirdSize = new Vector3(8, 9, 10);
114 Vector3 fourthSize = new Vector3(11, 12, 13);
115
116 Scene scene = new SceneHelpers().SetupScene();
117 scene.MaxUndoCount = 20;
118 SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
119
120 g1.GroupResize(firstSize);
121 g1.GroupResize(secondSize);
122
123 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
124
125 g1.RootPart.Undo();
126
127 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
128 }
129
130 [Test]
131 public void TestUndoBeyondAvailable()
132 {
133 TestHelpers.InMethod();
134
135 Vector3 newSize = new Vector3(2, 3, 4);
136
137 Scene scene = new SceneHelpers().SetupScene();
138 scene.MaxUndoCount = 20;
139 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
140 Vector3 originalSize = g1.GroupScale;
141
142 g1.RootPart.Undo();
143
144 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
145 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
146
147 g1.GroupResize(newSize);
148 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
149 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
150
151 g1.RootPart.Undo();
152 g1.RootPart.Undo();
153
154 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
155 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
156 }
157
158 [Test]
159 public void TestRedoBeyondAvailable()
160 {
161 TestHelpers.InMethod();
162
163 Vector3 newSize = new Vector3(2, 3, 4);
164
165 Scene scene = new SceneHelpers().SetupScene();
166 scene.MaxUndoCount = 20;
167 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
168 Vector3 originalSize = g1.GroupScale;
169
170 g1.RootPart.Redo();
171
172 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
173 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
174
175 g1.GroupResize(newSize);
176 g1.RootPart.Undo();
177 g1.RootPart.Redo();
178 g1.RootPart.Redo();
179
180 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
181 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
182 }
183 }
184} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
index 2b79271..c7eaff9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
@@ -44,7 +44,7 @@ using OpenSim.Tests.Common.Mock;
44namespace OpenSim.Region.Framework.Scenes.Tests 44namespace OpenSim.Region.Framework.Scenes.Tests
45{ 45{
46 [TestFixture] 46 [TestFixture]
47 public class SceneObjectUserGroupTests : OpenSimTestCase 47 public class SceneObjectUserGroupTests
48 { 48 {
49 /// <summary> 49 /// <summary>
50 /// Test share with group object functionality 50 /// Test share with group object functionality
@@ -54,6 +54,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
54 public void TestShareWithGroup() 54 public void TestShareWithGroup()
55 { 55 {
56 TestHelpers.InMethod(); 56 TestHelpers.InMethod();
57// log4net.Config.XmlConfigurator.Configure();
57 58
58 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
59 60
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index e238d01..2279e62 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -84,10 +84,6 @@ namespace OpenSim.Region.Framework.Scenes
84 /// <param name="assetUuids">The assets gathered</param> 84 /// <param name="assetUuids">The assets gathered</param>
85 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 85 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
86 { 86 {
87 // avoid infinite loops
88 if (assetUuids.ContainsKey(assetUuid))
89 return;
90
91 try 87 try
92 { 88 {
93 assetUuids[assetUuid] = assetType; 89 assetUuids[assetUuid] = assetType;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 781539a..5ac4e27 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -670,6 +670,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
670 public event ObjectDrop OnObjectDrop; 670 public event ObjectDrop OnObjectDrop;
671 public event StartAnim OnStartAnim; 671 public event StartAnim OnStartAnim;
672 public event StopAnim OnStopAnim; 672 public event StopAnim OnStopAnim;
673 public event ChangeAnim OnChangeAnim;
673 public event LinkObjects OnLinkObjects; 674 public event LinkObjects OnLinkObjects;
674 public event DelinkObjects OnDelinkObjects; 675 public event DelinkObjects OnDelinkObjects;
675 public event RequestMapBlocks OnRequestMapBlocks; 676 public event RequestMapBlocks OnRequestMapBlocks;
@@ -715,6 +716,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
715 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 716 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
716 public event UpdatePrimFlags OnUpdatePrimFlags; 717 public event UpdatePrimFlags OnUpdatePrimFlags;
717 public event UpdatePrimTexture OnUpdatePrimTexture; 718 public event UpdatePrimTexture OnUpdatePrimTexture;
719 public event ClientChangeObject onClientChangeObject;
718 public event UpdateVector OnUpdatePrimGroupPosition; 720 public event UpdateVector OnUpdatePrimGroupPosition;
719 public event UpdateVector OnUpdatePrimSinglePosition; 721 public event UpdateVector OnUpdatePrimSinglePosition;
720 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 722 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -819,6 +821,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
819 public event ObjectOwner OnObjectOwner; 821 public event ObjectOwner OnObjectOwner;
820 public event DirPlacesQuery OnDirPlacesQuery; 822 public event DirPlacesQuery OnDirPlacesQuery;
821 public event DirFindQuery OnDirFindQuery; 823 public event DirFindQuery OnDirFindQuery;
824 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
822 public event DirLandQuery OnDirLandQuery; 825 public event DirLandQuery OnDirLandQuery;
823 public event DirPopularQuery OnDirPopularQuery; 826 public event DirPopularQuery OnDirPopularQuery;
824 public event DirClassifiedQuery OnDirClassifiedQuery; 827 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -835,7 +838,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
835 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 838 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
836 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 839 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
837 public event ClassifiedDelete OnClassifiedDelete; 840 public event ClassifiedDelete OnClassifiedDelete;
838 public event ClassifiedDelete OnClassifiedGodDelete; 841 public event ClassifiedGodDelete OnClassifiedGodDelete;
839 public event EventNotificationAddRequest OnEventNotificationAddRequest; 842 public event EventNotificationAddRequest OnEventNotificationAddRequest;
840 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 843 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
841 public event EventGodDelete OnEventGodDelete; 844 public event EventGodDelete OnEventGodDelete;
@@ -865,10 +868,12 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
865 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 868 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
866 public event SimWideDeletesDelegate OnSimWideDeletes; 869 public event SimWideDeletesDelegate OnSimWideDeletes;
867 public event SendPostcard OnSendPostcard; 870 public event SendPostcard OnSendPostcard;
871 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
868 public event MuteListEntryUpdate OnUpdateMuteListEntry; 872 public event MuteListEntryUpdate OnUpdateMuteListEntry;
869 public event MuteListEntryRemove OnRemoveMuteListEntry; 873 public event MuteListEntryRemove OnRemoveMuteListEntry;
870 public event GodlikeMessage onGodlikeMessage; 874 public event GodlikeMessage onGodlikeMessage;
871 public event GodUpdateRegionInfoUpdate OnGodUpdateRegionInfoUpdate; 875 public event GodUpdateRegionInfoUpdate OnGodUpdateRegionInfoUpdate;
876 public event GenericCall2 OnUpdateThrottles;
872 877
873#pragma warning restore 67 878#pragma warning restore 67
874 879
@@ -886,10 +891,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
886 891
887 public void Close() 892 public void Close()
888 { 893 {
889 Close(false); 894 Close(true, false);
890 } 895 }
891 896
892 public void Close(bool force) 897 public void Close(bool sendStop, bool force)
893 { 898 {
894 Disconnect(); 899 Disconnect();
895 } 900 }
@@ -906,7 +911,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
906 // Mimicking LLClientView which gets always set appearance from client. 911 // Mimicking LLClientView which gets always set appearance from client.
907 AvatarAppearance appearance; 912 AvatarAppearance appearance;
908 m_scene.GetAvatarAppearance(this, out appearance); 913 m_scene.GetAvatarAppearance(this, out appearance);
909 OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone()); 914 OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone(),appearance.AvatarSize, new WearableCacheItem[0]);
910 } 915 }
911 916
912 public void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args) 917 public void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args)
@@ -1097,7 +1102,12 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1097 1102
1098 public void SendInventoryItemCreateUpdate(InventoryItemBase Item, uint callbackId) 1103 public void SendInventoryItemCreateUpdate(InventoryItemBase Item, uint callbackId)
1099 { 1104 {
1100 1105
1106 }
1107
1108 public void SendInventoryItemCreateUpdate(InventoryItemBase Item, UUID transactionID, uint callbackId)
1109 {
1110
1101 } 1111 }
1102 1112
1103 public void SendRemoveInventoryItem(UUID itemID) 1113 public void SendRemoveInventoryItem(UUID itemID)
@@ -1120,7 +1130,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1120 1130
1121 } 1131 }
1122 1132
1123 public void SendXferPacket(ulong xferID, uint packet, byte[] data) 1133 public void SendXferPacket(ulong xferID, uint packet, byte[] data, bool isTaskInventory)
1124 { 1134 {
1125 1135
1126 } 1136 }
@@ -1419,6 +1429,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1419 1429
1420 } 1430 }
1421 1431
1432 public void SetAgentThrottleSilent(int throttle, int setting)
1433 {
1434
1435
1436 }
1422 public byte[] GetThrottlesPacked(float multiplier) 1437 public byte[] GetThrottlesPacked(float multiplier)
1423 { 1438 {
1424 return new byte[0]; 1439 return new byte[0];
@@ -1678,5 +1693,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1678 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1693 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1679 { 1694 {
1680 } 1695 }
1696
1697 public void SendPartPhysicsProprieties(ISceneEntity entity)
1698 {
1699 }
1700
1681 } 1701 }
1682} 1702}
diff --git a/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs b/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
index d7fb272..17971e3 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
@@ -76,7 +76,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
76 76
77 if (m_console != null) 77 if (m_console != null)
78 { 78 {
79 m_console.AddCommand("TempATtachModule", false, "set auto_grant_attach_perms", "set auto_grant_attach_perms true|false", "Allow objects owned by the region owner os estate managers to obtain attach permissions without asking the user", SetAutoGrantAttachPerms); 79 m_console.AddCommand("TempAttachModule", false, "set auto_grant_attach_perms", "set auto_grant_attach_perms true|false", "Allow objects owned by the region owner os estate managers to obtain attach permissions without asking the user", SetAutoGrantAttachPerms);
80 } 80 }
81 } 81 }
82 else 82 else
@@ -183,7 +183,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
183 hostPart.ParentGroup.RootPart.ScheduleFullUpdate(); 183 hostPart.ParentGroup.RootPart.ScheduleFullUpdate();
184 } 184 }
185 185
186 return attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, true) ? 1 : 0; 186 return attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, true, true) ? 1 : 0;
187 } 187 }
188 } 188 }
189} 189}
diff --git a/OpenSim/Region/OptionalModules/Avatar/Friends/FriendsCommandsModule.cs b/OpenSim/Region/OptionalModules/Avatar/Friends/FriendsCommandsModule.cs
index 4e84364..026ceca 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Friends/FriendsCommandsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Friends/FriendsCommandsModule.cs
@@ -107,7 +107,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Friends
107 m_scene.AddCommand( 107 m_scene.AddCommand(
108 "Friends", this, "friends show", 108 "Friends", this, "friends show",
109 "friends show [--cache] <first-name> <last-name>", 109 "friends show [--cache] <first-name> <last-name>",
110 "Show the friends for the given user if they exist.\n", 110 "Show the friends for the given user if they exist.",
111 "The --cache option will show locally cached information for that user.", 111 "The --cache option will show locally cached information for that user.",
112 HandleFriendsShowCommand); 112 HandleFriendsShowCommand);
113 } 113 }
@@ -197,4 +197,4 @@ namespace OpenSim.Region.OptionalModules.Avatar.Friends
197 } 197 }
198 } 198 }
199 } 199 }
200} \ No newline at end of file 200}
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 37ab35a..f292a75 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -568,7 +568,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
568 568
569 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request) 569 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
570 { 570 {
571 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called"); 571// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
572 572
573 Hashtable response = new Hashtable(); 573 Hashtable response = new Hashtable();
574 response["content_type"] = "text/xml"; 574 response["content_type"] = "text/xml";
@@ -719,7 +719,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
719 719
720 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request) 720 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
721 { 721 {
722 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceSigninHTTPHandler called"); 722 //m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
723// string requestbody = (string)request["body"]; 723// string requestbody = (string)request["body"];
724// string uri = (string)request["uri"]; 724// string uri = (string)request["uri"];
725// string contenttype = (string)request["content-type"]; 725// string contenttype = (string)request["content-type"];
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index 881807a..7da1de6 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
@@ -192,7 +192,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
192 break; 192 break;
193 } 193 }
194 194
195 m_vivoxVoiceAccountApi = String.Format("http://{0}/api2", m_vivoxServer); 195 m_vivoxVoiceAccountApi = String.Format("https://{0}/api2", m_vivoxServer);
196 196
197 // Admin interface required values 197 // Admin interface required values
198 if (String.IsNullOrEmpty(m_vivoxServer) || 198 if (String.IsNullOrEmpty(m_vivoxServer) ||
@@ -471,8 +471,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
471 avatarName = avatar.Name; 471 avatarName = avatar.Name;
472 472
473 m_log.DebugFormat("[VivoxVoice][PROVISIONVOICE]: scene = {0}, agentID = {1}", scene, agentID); 473 m_log.DebugFormat("[VivoxVoice][PROVISIONVOICE]: scene = {0}, agentID = {1}", scene, agentID);
474 m_log.DebugFormat("[VivoxVoice][PROVISIONVOICE]: request: {0}, path: {1}, param: {2}", 474// m_log.DebugFormat("[VivoxVoice][PROVISIONVOICE]: request: {0}, path: {1}, param: {2}",
475 request, path, param); 475// request, path, param);
476 476
477 XmlElement resp; 477 XmlElement resp;
478 bool retry = false; 478 bool retry = false;
@@ -579,7 +579,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
579 579
580 string r = LLSDHelpers.SerialiseLLSDReply(voiceAccountResponse); 580 string r = LLSDHelpers.SerialiseLLSDReply(voiceAccountResponse);
581 581
582 m_log.DebugFormat("[VivoxVoice][PROVISIONVOICE]: avatar \"{0}\": {1}", avatarName, r); 582// m_log.DebugFormat("[VivoxVoice][PROVISIONVOICE]: avatar \"{0}\": {1}", avatarName, r);
583 583
584 return r; 584 return r;
585 } 585 }
@@ -627,8 +627,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
627 // voice channel 627 // voice channel
628 LandData land = scene.GetLandData(avatar.AbsolutePosition); 628 LandData land = scene.GetLandData(avatar.AbsolutePosition);
629 629
630 m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}", 630// m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
631 scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param); 631// scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);
632 // m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: avatar \"{0}\": location: {1} {2} {3}", 632 // m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: avatar \"{0}\": location: {1} {2} {3}",
633 // avatarName, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z); 633 // avatarName, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z);
634 634
@@ -658,8 +658,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
658 parcelVoiceInfo = new LLSDParcelVoiceInfoResponse(scene.RegionInfo.RegionName, land.LocalID, creds); 658 parcelVoiceInfo = new LLSDParcelVoiceInfoResponse(scene.RegionInfo.RegionName, land.LocalID, creds);
659 string r = LLSDHelpers.SerialiseLLSDReply(parcelVoiceInfo); 659 string r = LLSDHelpers.SerialiseLLSDReply(parcelVoiceInfo);
660 660
661 m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": {4}", 661// m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": {4}",
662 scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, r); 662// scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, r);
663 return r; 663 return r;
664 } 664 }
665 catch (Exception e) 665 catch (Exception e)
@@ -686,11 +686,11 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
686 public string ChatSessionRequest(Scene scene, string request, string path, string param, 686 public string ChatSessionRequest(Scene scene, string request, string path, string param,
687 UUID agentID, Caps caps) 687 UUID agentID, Caps caps)
688 { 688 {
689 ScenePresence avatar = scene.GetScenePresence(agentID); 689// ScenePresence avatar = scene.GetScenePresence(agentID);
690 string avatarName = avatar.Name; 690// string avatarName = avatar.Name;
691 691
692 m_log.DebugFormat("[VivoxVoice][CHATSESSION]: avatar \"{0}\": request: {1}, path: {2}, param: {3}", 692// m_log.DebugFormat("[VivoxVoice][CHATSESSION]: avatar \"{0}\": request: {1}, path: {2}, param: {3}",
693 avatarName, request, path, param); 693// avatarName, request, path, param);
694 return "<llsd>true</llsd>"; 694 return "<llsd>true</llsd>";
695 } 695 }
696 696
@@ -740,7 +740,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
740 return channelUri; 740 return channelUri;
741 } 741 }
742 742
743 private static readonly string m_vivoxLoginPath = "http://{0}/api2/viv_signin.php?userid={1}&pwd={2}"; 743
744 private static readonly string m_vivoxLoginPath = "https://{0}/api2/viv_signin.php?userid={1}&pwd={2}";
744 745
745 /// <summary> 746 /// <summary>
746 /// Perform administrative login for Vivox. 747 /// Perform administrative login for Vivox.
@@ -752,7 +753,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
752 return VivoxCall(requrl, false); 753 return VivoxCall(requrl, false);
753 } 754 }
754 755
755 private static readonly string m_vivoxLogoutPath = "http://{0}/api2/viv_signout.php?auth_token={1}"; 756 private static readonly string m_vivoxLogoutPath = "https://{0}/api2/viv_signout.php?auth_token={1}";
756 757
757 /// <summary> 758 /// <summary>
758 /// Perform administrative logout for Vivox. 759 /// Perform administrative logout for Vivox.
@@ -763,7 +764,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
763 return VivoxCall(requrl, false); 764 return VivoxCall(requrl, false);
764 } 765 }
765 766
766 private static readonly string m_vivoxGetAccountPath = "http://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}"; 767
768 private static readonly string m_vivoxGetAccountPath = "https://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}";
767 769
768 /// <summary> 770 /// <summary>
769 /// Retrieve account information for the specified user. 771 /// Retrieve account information for the specified user.
@@ -775,7 +777,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
775 return VivoxCall(requrl, true); 777 return VivoxCall(requrl, true);
776 } 778 }
777 779
778 private static readonly string m_vivoxNewAccountPath = "http://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}"; 780
781 private static readonly string m_vivoxNewAccountPath = "https://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}";
779 782
780 /// <summary> 783 /// <summary>
781 /// Creates a new account. 784 /// Creates a new account.
@@ -789,7 +792,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
789 return VivoxCall(requrl, true); 792 return VivoxCall(requrl, true);
790 } 793 }
791 794
792 private static readonly string m_vivoxPasswordPath = "http://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}"; 795
796 private static readonly string m_vivoxPasswordPath = "https://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}";
793 797
794 /// <summary> 798 /// <summary>
795 /// Change the user's password. 799 /// Change the user's password.
@@ -800,7 +804,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
800 return VivoxCall(requrl, true); 804 return VivoxCall(requrl, true);
801 } 805 }
802 806
803 private static readonly string m_vivoxChannelPath = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}"; 807
808 private static readonly string m_vivoxChannelPath = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}";
804 809
805 /// <summary> 810 /// <summary>
806 /// Create a channel. 811 /// Create a channel.
@@ -872,7 +877,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
872 return false; 877 return false;
873 } 878 }
874 879
875 private static readonly string m_vivoxChannelSearchPath = "http://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}"; 880 private static readonly string m_vivoxChannelSearchPath = "https://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}";
876 881
877 /// <summary> 882 /// <summary>
878 /// Retrieve a channel. 883 /// Retrieve a channel.
@@ -1015,7 +1020,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1015 return false; 1020 return false;
1016 } 1021 }
1017 1022
1018 // private static readonly string m_vivoxChannelById = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1023 // private static readonly string m_vivoxChannelById = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1019 1024
1020 // private XmlElement VivoxGetChannelById(string parent, string channelid) 1025 // private XmlElement VivoxGetChannelById(string parent, string channelid)
1021 // { 1026 // {
@@ -1027,7 +1032,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1027 // return VivoxCall(requrl, true); 1032 // return VivoxCall(requrl, true);
1028 // } 1033 // }
1029 1034
1030 private static readonly string m_vivoxChannelDel = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1035 private static readonly string m_vivoxChannelDel = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1031 1036
1032 /// <summary> 1037 /// <summary>
1033 /// Delete a channel. 1038 /// Delete a channel.
@@ -1040,6 +1045,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1040 /// are required in a later phase. 1045 /// are required in a later phase.
1041 /// In this case the call handles parent and description as optional values. 1046 /// In this case the call handles parent and description as optional values.
1042 /// </summary> 1047 /// </summary>
1048
1043 private XmlElement VivoxDeleteChannel(string parent, string channelid) 1049 private XmlElement VivoxDeleteChannel(string parent, string channelid)
1044 { 1050 {
1045 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken); 1051 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken);
@@ -1050,11 +1056,12 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1050 return VivoxCall(requrl, true); 1056 return VivoxCall(requrl, true);
1051 } 1057 }
1052 1058
1053 private static readonly string m_vivoxChannelSearch = "http://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}"; 1059 private static readonly string m_vivoxChannelSearch = "https://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}";
1054 1060
1055 /// <summary> 1061 /// <summary>
1056 /// Return information on channels in the given directory 1062 /// Return information on channels in the given directory
1057 /// </summary> 1063 /// </summary>
1064
1058 private XmlElement VivoxListChildren(string channelid) 1065 private XmlElement VivoxListChildren(string channelid)
1059 { 1066 {
1060 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken); 1067 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken);
@@ -1114,7 +1121,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1114 try 1121 try
1115 { 1122 {
1116 // Otherwise prepare the request 1123 // Otherwise prepare the request
1117 m_log.DebugFormat("[VivoxVoice] Sending request <{0}>", requrl); 1124// m_log.DebugFormat("[VivoxVoice] Sending request <{0}>", requrl);
1118 1125
1119 HttpWebRequest req = (HttpWebRequest)WebRequest.Create(requrl); 1126 HttpWebRequest req = (HttpWebRequest)WebRequest.Create(requrl);
1120 HttpWebResponse rsp = null; 1127 HttpWebResponse rsp = null;
@@ -1316,4 +1323,4 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1316 return false; 1323 return false;
1317 } 1324 }
1318 } 1325 }
1319} \ No newline at end of file 1326}
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
index 29f9591..d764936 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
@@ -921,7 +921,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
921 msg.dialog = dialog; 921 msg.dialog = dialog;
922 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice; 922 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice;
923 msg.fromGroup = true; 923 msg.fromGroup = true;
924 msg.offline = (byte)0; 924 msg.offline = (byte)1; // Allow this message to be stored for offline use
925 msg.ParentEstateID = 0; 925 msg.ParentEstateID = 0;
926 msg.Position = Vector3.Zero; 926 msg.Position = Vector3.Zero;
927 msg.RegionID = UUID.Zero.Guid; 927 msg.RegionID = UUID.Zero.Guid;
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
index c1957e2..39cabb5 100644
--- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
+++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
@@ -121,28 +121,40 @@ namespace OpenSim.Region.OptionalModules
121 121
122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) 122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
123 { 123 {
124 if (newPoint.X < -1f || newPoint.X > (float)(Constants.RegionSize + 1) ||
125 newPoint.Y < -1f || newPoint.Y > (float)(Constants.RegionSize + 1))
126 return true;
127
124 SceneObjectPart obj = scene.GetSceneObjectPart(objectID); 128 SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
125 Vector3 oldPoint = obj.GroupPosition; 129
126 int objectCount = obj.ParentGroup.PrimCount; 130 if (obj == null)
127 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); 131 return false;
132
133 // Prim counts are determined by the location of the root prim. if we're
134 // moving a child prim, just let it pass
135 if (!obj.IsRoot)
136 {
137 return true;
138 }
139
128 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); 140 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
129 141
130 int usedPrims = newParcel.PrimCounts.Total; 142 if (newParcel == null)
131 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); 143 return true;
144
145 Vector3 oldPoint = obj.GroupPosition;
146 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
132 147
133 // The prim hasn't crossed a region boundry so we don't need to worry 148 // The prim hasn't crossed a region boundry so we don't need to worry
134 // about prim counts here 149 // about prim counts here
135 if(oldParcel.Equals(newParcel)) 150 if(oldParcel != null && oldParcel.Equals(newParcel))
136 { 151 {
137 return true; 152 return true;
138 } 153 }
139 154
140 // Prim counts are determined by the location of the root prim. if we're 155 int objectCount = obj.ParentGroup.PrimCount;
141 // moving a child prim, just let it pass 156 int usedPrims = newParcel.PrimCounts.Total;
142 if(!obj.IsRoot) 157 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
143 {
144 return true;
145 }
146 158
147 // TODO: Add Special Case here for temporary prims 159 // TODO: Add Special Case here for temporary prims
148 160
@@ -171,4 +183,4 @@ namespace OpenSim.Region.OptionalModules
171 return true; 183 return true;
172 } 184 }
173 } 185 }
174} \ No newline at end of file 186}
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 943675e..32549d6 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -98,7 +98,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
98 98
99 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 99 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
100 { 100 {
101 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 101 if (m_Enabled)
102 {
103 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
104 }
102 } 105 }
103 106
104 public void UnRegisterReceiver(string channelID, UUID itemID) 107 public void UnRegisterReceiver(string channelID, UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index 7bbf500..57d9217 100644
--- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
+++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
@@ -198,7 +198,7 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
198 { 198 {
199 } 199 }
200 200
201 public bool ObjectGiveMoney(UUID objectID, UUID fromID, UUID toID, int amount) 201 public bool ObjectGiveMoney(UUID objectID, UUID fromID, UUID toID, int amount, UUID txn)
202 { 202 {
203 string description = String.Format("Object {0} pays {1}", resolveObjectName(objectID), resolveAgentName(toID)); 203 string description = String.Format("Object {0} pays {1}", resolveObjectName(objectID), resolveAgentName(toID));
204 204
@@ -840,6 +840,10 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
840 if (module != null) 840 if (module != null)
841 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice); 841 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice);
842 } 842 }
843
844 public void MoveMoney(UUID fromAgentID, UUID toAgentID, int amount, string text)
845 {
846 }
843 } 847 }
844 848
845 public enum TransactionType : int 849 public enum TransactionType : int
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 5ea2bcd..d665126 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -47,7 +47,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
47 private readonly string m_firstname; 47 private readonly string m_firstname;
48 private readonly string m_lastname; 48 private readonly string m_lastname;
49 private readonly Vector3 m_startPos; 49 private readonly Vector3 m_startPos;
50 private readonly UUID m_uuid = UUID.Random(); 50 private UUID m_uuid = UUID.Random();
51 private readonly Scene m_scene; 51 private readonly Scene m_scene;
52 private readonly UUID m_ownerID; 52 private readonly UUID m_ownerID;
53 53
@@ -221,7 +221,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
221#pragma warning disable 67 221#pragma warning disable 67
222 public event Action<IClientAPI> OnLogout; 222 public event Action<IClientAPI> OnLogout;
223 public event ObjectPermissions OnObjectPermissions; 223 public event ObjectPermissions OnObjectPermissions;
224 224 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
225 public event MoneyTransferRequest OnMoneyTransferRequest; 225 public event MoneyTransferRequest OnMoneyTransferRequest;
226 public event ParcelBuy OnParcelBuy; 226 public event ParcelBuy OnParcelBuy;
227 public event Action<IClientAPI> OnConnectionClosed; 227 public event Action<IClientAPI> OnConnectionClosed;
@@ -241,6 +241,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
241 public event ObjectDrop OnObjectDrop; 241 public event ObjectDrop OnObjectDrop;
242 public event StartAnim OnStartAnim; 242 public event StartAnim OnStartAnim;
243 public event StopAnim OnStopAnim; 243 public event StopAnim OnStopAnim;
244 public event ChangeAnim OnChangeAnim;
244 public event LinkObjects OnLinkObjects; 245 public event LinkObjects OnLinkObjects;
245 public event DelinkObjects OnDelinkObjects; 246 public event DelinkObjects OnDelinkObjects;
246 public event RequestMapBlocks OnRequestMapBlocks; 247 public event RequestMapBlocks OnRequestMapBlocks;
@@ -290,6 +291,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
290 public event UpdatePrimTexture OnUpdatePrimTexture; 291 public event UpdatePrimTexture OnUpdatePrimTexture;
291 public event UpdateVector OnUpdatePrimGroupPosition; 292 public event UpdateVector OnUpdatePrimGroupPosition;
292 public event UpdateVector OnUpdatePrimSinglePosition; 293 public event UpdateVector OnUpdatePrimSinglePosition;
294 public event ClientChangeObject onClientChangeObject;
293 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 295 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
294 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition; 296 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition;
295 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation; 297 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;
@@ -427,7 +429,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
427 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 429 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
428 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 430 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
429 public event ClassifiedDelete OnClassifiedDelete; 431 public event ClassifiedDelete OnClassifiedDelete;
430 public event ClassifiedDelete OnClassifiedGodDelete; 432 public event ClassifiedGodDelete OnClassifiedGodDelete;
431 433
432 public event EventNotificationAddRequest OnEventNotificationAddRequest; 434 public event EventNotificationAddRequest OnEventNotificationAddRequest;
433 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 435 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -466,11 +468,12 @@ namespace OpenSim.Region.OptionalModules.World.NPC
466 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 468 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
467 public event SimWideDeletesDelegate OnSimWideDeletes; 469 public event SimWideDeletesDelegate OnSimWideDeletes;
468 public event SendPostcard OnSendPostcard; 470 public event SendPostcard OnSendPostcard;
471 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
469 public event MuteListEntryUpdate OnUpdateMuteListEntry; 472 public event MuteListEntryUpdate OnUpdateMuteListEntry;
470 public event MuteListEntryRemove OnRemoveMuteListEntry; 473 public event MuteListEntryRemove OnRemoveMuteListEntry;
471 public event GodlikeMessage onGodlikeMessage; 474 public event GodlikeMessage onGodlikeMessage;
472 public event GodUpdateRegionInfoUpdate OnGodUpdateRegionInfoUpdate; 475 public event GodUpdateRegionInfoUpdate OnGodUpdateRegionInfoUpdate;
473 476 public event GenericCall2 OnUpdateThrottles;
474#pragma warning restore 67 477#pragma warning restore 67
475 478
476 #endregion 479 #endregion
@@ -493,6 +496,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
493 public virtual UUID AgentId 496 public virtual UUID AgentId
494 { 497 {
495 get { return m_uuid; } 498 get { return m_uuid; }
499 set { m_uuid = value; }
496 } 500 }
497 501
498 public UUID SessionId 502 public UUID SessionId
@@ -593,6 +597,12 @@ namespace OpenSim.Region.OptionalModules.World.NPC
593 public virtual void SetChildAgentThrottle(byte[] throttle) 597 public virtual void SetChildAgentThrottle(byte[] throttle)
594 { 598 {
595 } 599 }
600
601 public void SetAgentThrottleSilent(int throttle, int setting)
602 {
603
604
605 }
596 public byte[] GetThrottlesPacked(float multiplier) 606 public byte[] GetThrottlesPacked(float multiplier)
597 { 607 {
598 return new byte[0]; 608 return new byte[0];
@@ -737,6 +747,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
737 { 747 {
738 } 748 }
739 749
750 public void SendInventoryItemCreateUpdate(InventoryItemBase Item, UUID transactionID, uint callbackId)
751 {
752 }
753
740 public virtual void SendRemoveInventoryItem(UUID itemID) 754 public virtual void SendRemoveInventoryItem(UUID itemID)
741 { 755 {
742 } 756 }
@@ -753,7 +767,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
753 { 767 {
754 } 768 }
755 769
756 public virtual void SendXferPacket(ulong xferID, uint packet, byte[] data) 770 public virtual void SendXferPacket(ulong xferID, uint packet, byte[] data, bool isTaskInventory)
757 { 771 {
758 } 772 }
759 public virtual void SendAbortXferPacket(ulong xferID) 773 public virtual void SendAbortXferPacket(ulong xferID)
@@ -903,10 +917,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
903 917
904 public void Close() 918 public void Close()
905 { 919 {
906 Close(false); 920 Close(true, false);
907 } 921 }
908 922
909 public void Close(bool force) 923 public void Close(bool sendStop, bool force)
910 { 924 {
911 // Remove ourselves from the scene 925 // Remove ourselves from the scene
912 m_scene.RemoveClient(AgentId, false); 926 m_scene.RemoveClient(AgentId, false);
@@ -1234,5 +1248,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
1234 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1248 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1235 { 1249 {
1236 } 1250 }
1251
1252 public void SendPartPhysicsProprieties(ISceneEntity entity)
1253 {
1254 }
1255
1237 } 1256 }
1238} 1257}
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index 7d46d92..8c9c006 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -143,10 +143,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
143 npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, 143 npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0,
144 int.MaxValue); 144 int.MaxValue);
145 145
146 m_log.DebugFormat( 146// m_log.DebugFormat(
147 "[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}", 147// "[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}",
148 firstname, lastname, npcAvatar.AgentId, owner, 148// firstname, lastname, npcAvatar.AgentId, owner, senseAsAgent, position, scene.RegionInfo.RegionName);
149 senseAsAgent, position, scene.RegionInfo.RegionName);
150 149
151 AgentCircuitData acd = new AgentCircuitData(); 150 AgentCircuitData acd = new AgentCircuitData();
152 acd.AgentID = npcAvatar.AgentId; 151 acd.AgentID = npcAvatar.AgentId;
@@ -169,36 +168,30 @@ namespace OpenSim.Region.OptionalModules.World.NPC
169 } 168 }
170 */ 169 */
171 170
172 lock (m_avatars) 171 ManualResetEvent ev = new ManualResetEvent(false);
173 {
174 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode,
175 acd);
176 scene.AddNewClient(npcAvatar, PresenceType.Npc);
177 172
178 ScenePresence sp; 173 Util.FireAndForget(delegate(object x) {
179 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) 174 lock (m_avatars)
180 { 175 {
181 /* 176 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
182 m_log.DebugFormat( 177 scene.AddNewClient(npcAvatar, PresenceType.Npc);
183 "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}",
184 sp.Name, sp.UUID);
185 */
186
187 sp.CompleteMovement(npcAvatar, false);
188 m_avatars.Add(npcAvatar.AgentId, npcAvatar);
189 m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}",
190 npcAvatar.AgentId, sp.Name);
191 178
192 return npcAvatar.AgentId; 179 ScenePresence sp;
193 } 180 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
194 else 181 {
195 { 182 sp.CompleteMovement(npcAvatar, false);
196 m_log.WarnFormat( 183 m_avatars.Add(npcAvatar.AgentId, npcAvatar);
197 "[NPC MODULE]: Could not find scene presence for NPC {0} {1}", 184// m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
198 sp.Name, sp.UUID); 185 }
199 return UUID.Zero;
200 } 186 }
201 } 187 ev.Set();
188 });
189
190 ev.WaitOne();
191
192// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
193
194 return npcAvatar.AgentId;
202 } 195 }
203 196
204 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, 197 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos,
@@ -211,10 +204,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
211 ScenePresence sp; 204 ScenePresence sp;
212 if (scene.TryGetScenePresence(agentID, out sp)) 205 if (scene.TryGetScenePresence(agentID, out sp))
213 { 206 {
214 m_log.DebugFormat( 207// m_log.DebugFormat(
215 "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}", 208// "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
216 sp.Name, pos, scene.RegionInfo.RegionName, 209// sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget);
217 noFly, landAtTarget);
218 210
219 sp.MoveToTarget(pos, noFly, landAtTarget); 211 sp.MoveToTarget(pos, noFly, landAtTarget);
220 sp.SetAlwaysRun = running; 212 sp.SetAlwaysRun = running;
@@ -385,10 +377,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
385 */ 377 */
386 scene.RemoveClient(agentID, false); 378 scene.RemoveClient(agentID, false);
387 m_avatars.Remove(agentID); 379 m_avatars.Remove(agentID);
388 /* 380
389 m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", 381// m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", agentID, av.Name);
390 agentID, av.Name);
391 */
392 return true; 382 return true;
393 } 383 }
394 } 384 }
@@ -405,9 +395,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
405 { 395 {
406 NPCAvatar av; 396 NPCAvatar av;
407 if (m_avatars.TryGetValue(npcID, out av)) 397 if (m_avatars.TryGetValue(npcID, out av))
398 {
399 if (npcID == callerID)
400 return true;
408 return CheckPermissions(av, callerID); 401 return CheckPermissions(av, callerID);
402 }
409 else 403 else
404 {
410 return false; 405 return false;
406 }
411 } 407 }
412 } 408 }
413 409
@@ -419,8 +415,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
419 /// <returns>true if they do, false if they don't.</returns> 415 /// <returns>true if they do, false if they don't.</returns>
420 private bool CheckPermissions(NPCAvatar av, UUID callerID) 416 private bool CheckPermissions(NPCAvatar av, UUID callerID)
421 { 417 {
422 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || 418 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID || av.AgentId == callerID;
423 av.OwnerID == callerID;
424 } 419 }
425 } 420 }
426} 421}
diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
index a522277..365fd78 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
@@ -108,7 +108,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
108 // ScenePresence.SendInitialData() to reset our entire appearance. 108 // ScenePresence.SendInitialData() to reset our entire appearance.
109 m_scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId)); 109 m_scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));
110 110
111 m_afMod.SetAppearance(sp, originalTe, null); 111 m_afMod.SetAppearance(sp, originalTe, null, new WearableCacheItem[0] );
112 112
113 UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance); 113 UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
114 114
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
index 7ab2a03..373c7e0 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
@@ -49,7 +49,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
49 49
50 public PhysicsScene GetScene(string sceneIdentifier) 50 public PhysicsScene GetScene(string sceneIdentifier)
51 { 51 {
52 return new BasicScene(sceneIdentifier); 52 return new BasicScene(GetName(), sceneIdentifier);
53 } 53 }
54 54
55 public string GetName() 55 public string GetName()
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
index f5826ed..c4b9117 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
@@ -49,8 +49,10 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
49 49
50 //protected internal string sceneIdentifier; 50 //protected internal string sceneIdentifier;
51 51
52 public BasicScene(string _sceneIdentifier) 52 public BasicScene(string engineType, string _sceneIdentifier)
53 { 53 {
54 EngineType = engineType;
55 Name = EngineType + "/" + _sceneIdentifier;
54 //sceneIdentifier = _sceneIdentifier; 56 //sceneIdentifier = _sceneIdentifier;
55 } 57 }
56 58
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs
index 47fb768..764aece 100644
--- a/OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs
@@ -637,7 +637,7 @@ public sealed class BSShapeCollection : IDisposable
637 } 637 }
638 else 638 else
639 { 639 {
640 meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false); 640 meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false, false, false);
641 641
642 if (meshData != null) 642 if (meshData != null)
643 { 643 {
@@ -709,7 +709,7 @@ public sealed class BSShapeCollection : IDisposable
709 { 709 {
710 // Build a new hull in the physical world 710 // Build a new hull in the physical world
711 // Pass true for physicalness as this creates some sort of bounding box which we don't need 711 // Pass true for physicalness as this creates some sort of bounding box which we don't need
712 IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false); 712 IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false, false, false);
713 if (meshData != null) 713 if (meshData != null)
714 { 714 {
715 715
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs
index 14de2eb..0fef67c 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs
@@ -327,6 +327,12 @@ public override void RemoveChildShapeFromCompoundShape(BulletShape shape, Bullet
327 BSAPICPP.RemoveChildShapeFromCompoundShape2(shapeu.ptr, removeShapeu.ptr); 327 BSAPICPP.RemoveChildShapeFromCompoundShape2(shapeu.ptr, removeShapeu.ptr);
328} 328}
329 329
330public override void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb)
331{
332 BulletShapeUnman shapeu = pShape as BulletShapeUnman;
333 BSAPICPP.UpdateChildTransform2(shapeu.ptr, childIndex, pos, rot, shouldRecalculateLocalAabb);
334}
335
330public override void RecalculateCompoundShapeLocalAabb(BulletShape shape) 336public override void RecalculateCompoundShapeLocalAabb(BulletShape shape)
331{ 337{
332 BulletShapeUnman shapeu = shape as BulletShapeUnman; 338 BulletShapeUnman shapeu = shape as BulletShapeUnman;
@@ -1357,6 +1363,9 @@ public static extern IntPtr RemoveChildShapeFromCompoundShapeIndex2(IntPtr cShap
1357public static extern void RemoveChildShapeFromCompoundShape2(IntPtr cShape, IntPtr removeShape); 1363public static extern void RemoveChildShapeFromCompoundShape2(IntPtr cShape, IntPtr removeShape);
1358 1364
1359[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1365[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1366public static extern void UpdateChildTransform2(IntPtr pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb);
1367
1368[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1360public static extern void RecalculateCompoundShapeLocalAabb2(IntPtr cShape); 1369public static extern void RecalculateCompoundShapeLocalAabb2(IntPtr cShape);
1361 1370
1362[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1371[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
index 0c7f315..b6ff52b 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
@@ -1212,6 +1212,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1212 1212
1213 public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { /* TODO */ return null; } 1213 public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { /* TODO */ return null; }
1214 public override void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape) { /* TODO */ } 1214 public override void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape) { /* TODO */ }
1215 public override void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb) { /* TODO */ }
1215 1216
1216 public override BulletShape CreateGroundPlaneShape(uint pLocalId, float pheight, float pcollisionMargin) 1217 public override BulletShape CreateGroundPlaneShape(uint pLocalId, float pheight, float pcollisionMargin)
1217 { 1218 {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs
index 794ee17..bc163eb 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs
@@ -342,6 +342,8 @@ public abstract BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape c
342 342
343public abstract void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape); 343public abstract void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape);
344 344
345public abstract void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb);
346
345public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape); 347public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape);
346 348
347public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id); 349public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 939d38a..aadb583 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -328,6 +328,10 @@ public sealed class BSCharacter : BSPhysObject
328 public override bool Selected { 328 public override bool Selected {
329 set { _selected = value; } 329 set { _selected = value; }
330 } 330 }
331 public override bool IsSelected
332 {
333 get { return _selected; }
334 }
331 public override void CrossingFailure() { return; } 335 public override void CrossingFailure() { return; }
332 public override void link(PhysicsActor obj) { return; } 336 public override void link(PhysicsActor obj) { return; }
333 public override void delink() { return; } 337 public override void delink() { return; }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index c34c05a..bcebaec 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -108,10 +108,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
108 private float m_VhoverEfficiency = 0f; 108 private float m_VhoverEfficiency = 0f;
109 private float m_VhoverTimescale = 0f; 109 private float m_VhoverTimescale = 0f;
110 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height 110 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
111 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. 111 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
112 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) 112 private float m_VehicleBuoyancy = 0f;
113 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. 113 private Vector3 m_VehicleGravity = Vector3.Zero; // Gravity computed when buoyancy set
114 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
115 114
116 //Attractor properties 115 //Attractor properties
117 private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction"); 116 private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction");
@@ -124,17 +123,38 @@ namespace OpenSim.Region.Physics.BulletSPlugin
124 static readonly float PIOverFour = ((float)Math.PI) / 4f; 123 static readonly float PIOverFour = ((float)Math.PI) / 4f;
125 static readonly float PIOverTwo = ((float)Math.PI) / 2f; 124 static readonly float PIOverTwo = ((float)Math.PI) / 2f;
126 125
126 // For debugging, flags to turn on and off individual corrections.
127 private bool enableAngularVerticalAttraction = true;
128 private bool enableAngularDeflection = true;
129 private bool enableAngularBanking = true;
130
127 public BSDynamics(BSScene myScene, BSPrim myPrim) 131 public BSDynamics(BSScene myScene, BSPrim myPrim)
128 { 132 {
129 PhysicsScene = myScene; 133 PhysicsScene = myScene;
130 Prim = myPrim; 134 Prim = myPrim;
131 Type = Vehicle.TYPE_NONE; 135 Type = Vehicle.TYPE_NONE;
136 SetupVehicleDebugging();
137 }
138
139 // Stopgap debugging enablement. Allows source level debugging but still checking
140 // in changes by making enablement of debugging flags from INI file.
141 public void SetupVehicleDebugging()
142 {
143 enableAngularVerticalAttraction = true;
144 enableAngularDeflection = true;
145 enableAngularBanking = true;
146 if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse)
147 {
148 enableAngularVerticalAttraction = false;
149 enableAngularDeflection = false;
150 enableAngularBanking = false;
151 }
132 } 152 }
133 153
134 // Return 'true' if this vehicle is doing vehicle things 154 // Return 'true' if this vehicle is doing vehicle things
135 public bool IsActive 155 public bool IsActive
136 { 156 {
137 get { return Type != Vehicle.TYPE_NONE && Prim.IsPhysical; } 157 get { return (Type != Vehicle.TYPE_NONE && !Prim.IsStatic); }
138 } 158 }
139 159
140 #region Vehicle parameter setting 160 #region Vehicle parameter setting
@@ -168,6 +188,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
168 break; 188 break;
169 case Vehicle.BUOYANCY: 189 case Vehicle.BUOYANCY:
170 m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f); 190 m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f);
191 m_VehicleGravity = Prim.ComputeGravity(m_VehicleBuoyancy);
171 break; 192 break;
172 case Vehicle.HOVER_EFFICIENCY: 193 case Vehicle.HOVER_EFFICIENCY:
173 m_VhoverEfficiency = ClampInRange(0f, pValue, 1f); 194 m_VhoverEfficiency = ClampInRange(0f, pValue, 1f);
@@ -540,12 +561,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
540 1f); 561 1f);
541 m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) 562 m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
542 563
564 /* Not implemented
543 m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, 565 m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale,
544 BSMotor.Infinite, BSMotor.InfiniteVector, 566 BSMotor.Infinite, BSMotor.InfiniteVector,
545 m_verticalAttractionEfficiency); 567 m_verticalAttractionEfficiency);
546 // Z goes away and we keep X and Y 568 // Z goes away and we keep X and Y
547 m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); 569 m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f);
548 m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) 570 m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
571 */
549 } 572 }
550 #endregion // Vehicle parameter setting 573 #endregion // Vehicle parameter setting
551 574
@@ -571,15 +594,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin
571 // Vehicles report collision events so we know when it's on the ground 594 // Vehicles report collision events so we know when it's on the ground
572 PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); 595 PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
573 596
574 Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(Prim.PhysShape, m_vehicleMass); 597 Prim.Inertia = PhysicsScene.PE.CalculateLocalInertia(Prim.PhysShape, m_vehicleMass);
575 PhysicsScene.PE.SetMassProps(Prim.PhysBody, m_vehicleMass, localInertia); 598 PhysicsScene.PE.SetMassProps(Prim.PhysBody, m_vehicleMass, Prim.Inertia);
576 PhysicsScene.PE.UpdateInertiaTensor(Prim.PhysBody); 599 PhysicsScene.PE.UpdateInertiaTensor(Prim.PhysBody);
577 600
578 Vector3 grav = PhysicsScene.DefaultGravity * (1f - Prim.Buoyancy); 601 // Set the gravity for the vehicle depending on the buoyancy
579 PhysicsScene.PE.SetGravity(Prim.PhysBody, grav); 602 // TODO: what should be done if prim and vehicle buoyancy differ?
603 m_VehicleGravity = Prim.ComputeGravity(m_VehicleBuoyancy);
604 // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same.
605 PhysicsScene.PE.SetGravity(Prim.PhysBody, Vector3.Zero);
580 606
581 VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}", 607 VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4},grav={5}",
582 Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping); 608 Prim.LocalID, m_vehicleMass, friction, Prim.Inertia, angularDamping, m_VehicleGravity);
583 } 609 }
584 else 610 else
585 { 611 {
@@ -619,6 +645,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
619 private Vector3 m_knownPosition; 645 private Vector3 m_knownPosition;
620 private Vector3 m_knownVelocity; 646 private Vector3 m_knownVelocity;
621 private Vector3 m_knownForce; 647 private Vector3 m_knownForce;
648 private Vector3 m_knownForceImpulse;
622 private Quaternion m_knownOrientation; 649 private Quaternion m_knownOrientation;
623 private Vector3 m_knownRotationalVelocity; 650 private Vector3 m_knownRotationalVelocity;
624 private Vector3 m_knownRotationalForce; 651 private Vector3 m_knownRotationalForce;
@@ -627,12 +654,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
627 private const int m_knownChangedPosition = 1 << 0; 654 private const int m_knownChangedPosition = 1 << 0;
628 private const int m_knownChangedVelocity = 1 << 1; 655 private const int m_knownChangedVelocity = 1 << 1;
629 private const int m_knownChangedForce = 1 << 2; 656 private const int m_knownChangedForce = 1 << 2;
630 private const int m_knownChangedOrientation = 1 << 3; 657 private const int m_knownChangedForceImpulse = 1 << 3;
631 private const int m_knownChangedRotationalVelocity = 1 << 4; 658 private const int m_knownChangedOrientation = 1 << 4;
632 private const int m_knownChangedRotationalForce = 1 << 5; 659 private const int m_knownChangedRotationalVelocity = 1 << 5;
633 private const int m_knownChangedTerrainHeight = 1 << 6; 660 private const int m_knownChangedRotationalForce = 1 << 6;
634 private const int m_knownChangedWaterLevel = 1 << 7; 661 private const int m_knownChangedTerrainHeight = 1 << 7;
635 private const int m_knownChangedForwardVelocity = 1 << 8; 662 private const int m_knownChangedWaterLevel = 1 << 8;
663 private const int m_knownChangedForwardVelocity = 1 << 9;
636 664
637 private void ForgetKnownVehicleProperties() 665 private void ForgetKnownVehicleProperties()
638 { 666 {
@@ -653,21 +681,29 @@ namespace OpenSim.Region.Physics.BulletSPlugin
653 if ((m_knownChanged & m_knownChangedVelocity) != 0) 681 if ((m_knownChanged & m_knownChangedVelocity) != 0)
654 { 682 {
655 Prim.ForceVelocity = m_knownVelocity; 683 Prim.ForceVelocity = m_knownVelocity;
656 PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, VehicleVelocity); 684 // Fake out Bullet by making it think the velocity is the same as last time.
685 // Bullet does a bunch of smoothing for changing parameters.
686 // Since the vehicle is demanding this setting, we override Bullet's smoothing
687 // by telling Bullet the value was the same last time.
688 PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, m_knownVelocity);
657 } 689 }
658 690
659 if ((m_knownChanged & m_knownChangedForce) != 0) 691 if ((m_knownChanged & m_knownChangedForce) != 0)
660 Prim.AddForce((Vector3)m_knownForce, false, true); 692 Prim.AddForce((Vector3)m_knownForce, false /*pushForce*/, true /*inTaintTime*/);
693
694 if ((m_knownChanged & m_knownChangedForceImpulse) != 0)
695 Prim.AddForceImpulse((Vector3)m_knownForceImpulse, false /*pushforce*/, true /*inTaintTime*/);
661 696
662 if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) 697 if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0)
663 { 698 {
664 Prim.ForceRotationalVelocity = m_knownRotationalVelocity; 699 Prim.ForceRotationalVelocity = m_knownRotationalVelocity;
665 // Fake out Bullet by making it think the velocity is the same as last time.
666 PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); 700 PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity);
667 } 701 }
668 702
669 if ((m_knownChanged & m_knownChangedRotationalForce) != 0) 703 if ((m_knownChanged & m_knownChangedRotationalForce) != 0)
670 Prim.AddAngularForce((Vector3)m_knownRotationalForce, false, true); 704 {
705 Prim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/);
706 }
671 707
672 // If we set one of the values (ie, the physics engine didn't do it) we must force 708 // If we set one of the values (ie, the physics engine didn't do it) we must force
673 // an UpdateProperties event to send the changes up to the simulator. 709 // an UpdateProperties event to send the changes up to the simulator.
@@ -757,15 +793,26 @@ namespace OpenSim.Region.Physics.BulletSPlugin
757 } 793 }
758 } 794 }
759 795
760 private void VehicleAddForce(Vector3 aForce) 796 private void VehicleAddForce(Vector3 pForce)
761 { 797 {
762 if ((m_knownHas & m_knownChangedForce) == 0) 798 if ((m_knownHas & m_knownChangedForce) == 0)
763 { 799 {
764 m_knownForce = Vector3.Zero; 800 m_knownForce = Vector3.Zero;
801 m_knownHas |= m_knownChangedForce;
765 } 802 }
766 m_knownForce += aForce; 803 m_knownForce += pForce;
767 m_knownChanged |= m_knownChangedForce; 804 m_knownChanged |= m_knownChangedForce;
768 m_knownHas |= m_knownChangedForce; 805 }
806
807 private void VehicleAddForceImpulse(Vector3 pImpulse)
808 {
809 if ((m_knownHas & m_knownChangedForceImpulse) == 0)
810 {
811 m_knownForceImpulse = Vector3.Zero;
812 m_knownHas |= m_knownChangedForceImpulse;
813 }
814 m_knownForceImpulse += pImpulse;
815 m_knownChanged |= m_knownChangedForceImpulse;
769 } 816 }
770 817
771 private Vector3 VehicleRotationalVelocity 818 private Vector3 VehicleRotationalVelocity
@@ -844,86 +891,92 @@ namespace OpenSim.Region.Physics.BulletSPlugin
844 if (PhysicsScene.VehiclePhysicalLoggingEnabled) 891 if (PhysicsScene.VehiclePhysicalLoggingEnabled)
845 PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); 892 PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody);
846 893
847 VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", 894 VDetailLog("{0},BSDynamics.Step,done,pos={1}, force={2},velocity={3},angvel={4}",
848 Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity); 895 Prim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity);
849 } 896 }
850 897
851 // Apply the effect of the linear motor and other linear motions (like hover and float). 898 // Apply the effect of the linear motor and other linear motions (like hover and float).
852 private void MoveLinear(float pTimestep) 899 private void MoveLinear(float pTimestep)
853 { 900 {
854 Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep); 901 ComputeLinearVelocity(pTimestep);
855 902
856 // The movement computed in the linear motor is relative to the vehicle 903 ComputeLinearTerrainHeightCorrection(pTimestep);
857 // coordinates. Rotate the movement to world coordinates.
858 linearMotorContribution *= VehicleOrientation;
859 // All the contributions after this are world relative (mostly Z modifications)
860
861 // ==================================================================
862 // Buoyancy: force to overcome gravity.
863 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
864 // So, if zero, don't change anything (let gravity happen). If one, negate the effect of gravity.
865 Vector3 buoyancyContribution = Prim.PhysicsScene.DefaultGravity * m_VehicleBuoyancy;
866
867 Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep);
868 904
869 Vector3 hoverContribution = ComputeLinearHover(pTimestep); 905 ComputeLinearHover(pTimestep);
870 906
871 ComputeLinearBlockingEndPoint(pTimestep); 907 ComputeLinearBlockingEndPoint(pTimestep);
872 908
873 Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pTimestep); 909 ComputeLinearMotorUp(pTimestep);
874 910
875 // ================================================================== 911 ApplyGravity(pTimestep);
876 Vector3 newVelocity = linearMotorContribution
877 + terrainHeightContribution
878 + hoverContribution
879 + limitMotorUpContribution;
880
881 Vector3 newForce = buoyancyContribution;
882 912
883 // If not changing some axis, reduce out velocity 913 // If not changing some axis, reduce out velocity
884 if ((m_flags & (VehicleFlag.NO_X)) != 0) 914 if ((m_flags & (VehicleFlag.NO_X | VehicleFlag.NO_Y | VehicleFlag.NO_Z)) != 0)
885 newVelocity.X = 0; 915 {
886 if ((m_flags & (VehicleFlag.NO_Y)) != 0) 916 Vector3 vel = VehicleVelocity;
887 newVelocity.Y = 0; 917 if ((m_flags & (VehicleFlag.NO_X)) != 0)
888 if ((m_flags & (VehicleFlag.NO_Z)) != 0) 918 vel.X = 0;
889 newVelocity.Z = 0; 919 if ((m_flags & (VehicleFlag.NO_Y)) != 0)
920 vel.Y = 0;
921 if ((m_flags & (VehicleFlag.NO_Z)) != 0)
922 vel.Z = 0;
923 VehicleVelocity = vel;
924 }
890 925
891 // ================================================================== 926 // ==================================================================
892 // Clamp high or low velocities 927 // Clamp high or low velocities
893 float newVelocityLengthSq = newVelocity.LengthSquared(); 928 float newVelocityLengthSq = VehicleVelocity.LengthSquared();
894 if (newVelocityLengthSq > 1000f) 929 if (newVelocityLengthSq > 1000f)
895 { 930 {
896 newVelocity /= newVelocity.Length(); 931 VehicleVelocity /= VehicleVelocity.Length();
897 newVelocity *= 1000f; 932 VehicleVelocity *= 1000f;
898 } 933 }
899 else if (newVelocityLengthSq < 0.001f) 934 else if (newVelocityLengthSq < 0.001f)
900 newVelocity = Vector3.Zero; 935 VehicleVelocity = Vector3.Zero;
901 936
902 // ================================================================== 937 VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", Prim.LocalID, Prim.IsColliding, VehicleVelocity );
903 // Stuff new linear velocity into the vehicle. 938
904 // Since the velocity is just being set, it is not scaled by pTimeStep. Bullet will do that for us. 939 } // end MoveLinear()
905 VehicleVelocity = newVelocity; 940
941 public void ComputeLinearVelocity(float pTimestep)
942 {
943 Vector3 linearMotorStep = m_linearMotor.Step(pTimestep);
944
945 // The movement computed in the linear motor is relative to the vehicle
946 // coordinates. Rotate the movement to world coordinates.
947 Vector3 linearMotorVelocity = linearMotorStep * VehicleOrientation;
906 948
907 // Other linear forces are applied as forces. 949 // If we're a ground vehicle, don't loose any Z action (like gravity acceleration).
908 Vector3 totalDownForce = newForce * m_vehicleMass; 950 float mixFactor = 1f; // 1 means use all linear motor Z value, 0 means use all existing Z
909 if (!totalDownForce.ApproxEquals(Vector3.Zero, 0.01f)) 951 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
910 { 952 {
911 VehicleAddForce(totalDownForce); 953 if (!Prim.IsColliding)
954 {
955 // If a ground vehicle and not on the ground, I want gravity effect
956 mixFactor = 0.2f;
957 }
912 } 958 }
959 else
960 {
961 // I'm not a ground vehicle but don't totally loose the effect of the environment
962 mixFactor = 0.8f;
963 }
964 linearMotorVelocity.Z = mixFactor * linearMotorVelocity.Z + (1f - mixFactor) * VehicleVelocity.Z;
913 965
914 VDetailLog("{0}, MoveLinear,done,newVel={1},totDown={2},IsColliding={3}", 966 // What we want to contribute to the vehicle's existing velocity
915 Prim.LocalID, newVelocity, totalDownForce, Prim.IsColliding); 967 Vector3 linearMotorForce = linearMotorVelocity - VehicleVelocity;
916 VDetailLog("{0}, MoveLinear,done,linContrib={1},terrContrib={2},hoverContrib={3},limitContrib={4},buoyContrib={5}",
917 Prim.LocalID,
918 linearMotorContribution, terrainHeightContribution, hoverContribution,
919 limitMotorUpContribution, buoyancyContribution
920 );
921 968
922 } // end MoveLinear() 969 // Act against the inertia of the vehicle
970 linearMotorForce *= m_vehicleMass;
923 971
924 public Vector3 ComputeLinearTerrainHeightCorrection(float pTimestep) 972 VehicleAddForceImpulse(linearMotorForce * pTimestep);
973
974 VDetailLog("{0}, MoveLinear,velocity,vehVel={1},step={2},stepVel={3},mix={4},force={5}",
975 Prim.LocalID, VehicleVelocity, linearMotorStep, linearMotorVelocity, mixFactor, linearMotorForce);
976 }
977
978 public void ComputeLinearTerrainHeightCorrection(float pTimestep)
925 { 979 {
926 Vector3 ret = Vector3.Zero;
927 // If below the terrain, move us above the ground a little. 980 // If below the terrain, move us above the ground a little.
928 // TODO: Consider taking the rotated size of the object or possibly casting a ray. 981 // TODO: Consider taking the rotated size of the object or possibly casting a ray.
929 if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition)) 982 if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition))
@@ -935,13 +988,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
935 VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", 988 VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}",
936 Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition); 989 Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition);
937 } 990 }
938 return ret;
939 } 991 }
940 992
941 public Vector3 ComputeLinearHover(float pTimestep) 993 public void ComputeLinearHover(float pTimestep)
942 { 994 {
943 Vector3 ret = Vector3.Zero;
944
945 // m_VhoverEfficiency: 0=bouncy, 1=totally damped 995 // m_VhoverEfficiency: 0=bouncy, 1=totally damped
946 // m_VhoverTimescale: time to achieve height 996 // m_VhoverTimescale: time to achieve height
947 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) 997 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
@@ -974,23 +1024,26 @@ namespace OpenSim.Region.Physics.BulletSPlugin
974 Vector3 pos = VehiclePosition; 1024 Vector3 pos = VehiclePosition;
975 pos.Z = m_VhoverTargetHeight; 1025 pos.Z = m_VhoverTargetHeight;
976 VehiclePosition = pos; 1026 VehiclePosition = pos;
1027
1028 VDetailLog("{0}, MoveLinear,hover,pos={1},lockHoverHeight", Prim.LocalID, pos);
977 } 1029 }
978 } 1030 }
979 else 1031 else
980 { 1032 {
981 // Error is positive if below the target and negative if above. 1033 // Error is positive if below the target and negative if above.
982 float verticalError = m_VhoverTargetHeight - VehiclePosition.Z; 1034 float verticalError = m_VhoverTargetHeight - VehiclePosition.Z;
983 float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; 1035 float verticalCorrectionVelocity = verticalError / m_VhoverTimescale * pTimestep;
984 1036
985 // TODO: implement m_VhoverEfficiency correctly 1037 // TODO: implement m_VhoverEfficiency correctly
986 ret = new Vector3(0f, 0f, verticalCorrectionVelocity); 1038 VehicleAddForceImpulse(new Vector3(0f, 0f, verticalCorrectionVelocity));
1039
1040 VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},err={6},corrVel={7}",
1041 Prim.LocalID, VehiclePosition, m_VhoverEfficiency,
1042 m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight,
1043 verticalError, verticalCorrectionVelocity);
987 } 1044 }
988 1045
989 VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},ret={6}",
990 Prim.LocalID, VehiclePosition, m_VhoverEfficiency, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, ret);
991 } 1046 }
992
993 return ret;
994 } 1047 }
995 1048
996 public bool ComputeLinearBlockingEndPoint(float pTimestep) 1049 public bool ComputeLinearBlockingEndPoint(float pTimestep)
@@ -1045,30 +1098,67 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1045 // TODO: this code is wrong. Also, what should it do for boats (height from water)? 1098 // TODO: this code is wrong. Also, what should it do for boats (height from water)?
1046 // This is just using the ground and a general collision check. Should really be using 1099 // This is just using the ground and a general collision check. Should really be using
1047 // a downward raycast to find what is below. 1100 // a downward raycast to find what is below.
1048 public Vector3 ComputeLinearMotorUp(float pTimestep) 1101 public void ComputeLinearMotorUp(float pTimestep)
1049 { 1102 {
1050 Vector3 ret = Vector3.Zero; 1103 Vector3 ret = Vector3.Zero;
1051 float distanceAboveGround = 0f;
1052 1104
1053 if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) 1105 if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
1054 { 1106 {
1107 // This code tries to decide if the object is not on the ground and then pushing down
1108 /*
1055 float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition); 1109 float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition);
1056 distanceAboveGround = VehiclePosition.Z - targetHeight; 1110 distanceAboveGround = VehiclePosition.Z - targetHeight;
1057 // Not colliding if the vehicle is off the ground 1111 // Not colliding if the vehicle is off the ground
1058 if (!Prim.IsColliding) 1112 if (!Prim.IsColliding)
1059 { 1113 {
1060 // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); 1114 // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale);
1061 ret = new Vector3(0, 0, -distanceAboveGround); 1115 VehicleVelocity += new Vector3(0, 0, -distanceAboveGround);
1062 } 1116 }
1063 // TODO: this calculation is wrong. From the description at 1117 // TODO: this calculation is wrong. From the description at
1064 // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce 1118 // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce
1065 // has a decay factor. This says this force should 1119 // has a decay factor. This says this force should
1066 // be computed with a motor. 1120 // be computed with a motor.
1067 // TODO: add interaction with banking. 1121 // TODO: add interaction with banking.
1068 } 1122 VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}",
1069 VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}",
1070 Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret); 1123 Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret);
1071 return ret; 1124 */
1125
1126 // Another approach is to measure if we're going up. If going up and not colliding,
1127 // the vehicle is in the air. Fix that by pushing down.
1128 if (!Prim.IsColliding && VehicleVelocity.Z > 0.1)
1129 {
1130 // Get rid of any of the velocity vector that is pushing us up.
1131 VehicleVelocity += new Vector3(0, 0, -VehicleVelocity.Z);
1132
1133 // If we're pointed up into the air, we should nose down
1134 Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation;
1135 // The rotation around the Y axis is pitch up or down
1136 if (pointingDirection.Y > 0.01f)
1137 {
1138 float angularCorrectionForce = -(float)Math.Asin(pointingDirection.Y);
1139 Vector3 angularCorrectionVector = new Vector3(0f, angularCorrectionForce, 0f);
1140 // Rotate into world coordinates and apply to vehicle
1141 angularCorrectionVector *= VehicleOrientation;
1142 VehicleAddAngularForce(angularCorrectionVector);
1143 VDetailLog("{0}, MoveLinear,limitMotorUp,newVel={1},pntDir={2},corrFrc={3},aCorr={4}",
1144 Prim.LocalID, VehicleVelocity, pointingDirection, angularCorrectionForce, angularCorrectionVector);
1145 }
1146 else
1147 {
1148 VDetailLog("{0}, MoveLinear,limitMotorUp,newVel={1},pntDir={2}",
1149 Prim.LocalID, VehicleVelocity, pointingDirection);
1150 }
1151 }
1152 }
1153 }
1154
1155 private void ApplyGravity(float pTimeStep)
1156 {
1157 Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass;
1158 VehicleAddForce(appliedGravity);
1159
1160 VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},appliedForce-{2}",
1161 Prim.LocalID, m_VehicleGravity, appliedGravity);
1072 } 1162 }
1073 1163
1074 // ======================================================================= 1164 // =======================================================================
@@ -1088,6 +1178,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1088 // for preventing ground vehicles with large linear deflection, like bumper cars, 1178 // for preventing ground vehicles with large linear deflection, like bumper cars,
1089 // from climbing their linear deflection into the sky. 1179 // from climbing their linear deflection into the sky.
1090 // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement 1180 // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement
1181 // TODO: This is here because this is where ODE put it but documentation says it
1182 // is a linear effect. Where should this check go?
1091 if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) 1183 if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
1092 { 1184 {
1093 angularMotorContribution.X = 0f; 1185 angularMotorContribution.X = 0f;
@@ -1179,7 +1271,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1179 Vector3 ret = Vector3.Zero; 1271 Vector3 ret = Vector3.Zero;
1180 1272
1181 // If vertical attaction timescale is reasonable 1273 // If vertical attaction timescale is reasonable
1182 if (m_verticalAttractionTimescale < m_verticalAttractionCutoff) 1274 if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff)
1183 { 1275 {
1184 // Take a vector pointing up and convert it from world to vehicle relative coords. 1276 // Take a vector pointing up and convert it from world to vehicle relative coords.
1185 Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; 1277 Vector3 verticalError = Vector3.UnitZ * VehicleOrientation;
@@ -1230,7 +1322,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1230 // this creates an over-correction and then wabbling as the target is overshot. 1322 // this creates an over-correction and then wabbling as the target is overshot.
1231 // TODO: rethink how the different correction computations inter-relate. 1323 // TODO: rethink how the different correction computations inter-relate.
1232 1324
1233 if (m_angularDeflectionEfficiency != 0 && VehicleVelocity != Vector3.Zero) 1325 if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2)
1234 { 1326 {
1235 // The direction the vehicle is moving 1327 // The direction the vehicle is moving
1236 Vector3 movingDirection = VehicleVelocity; 1328 Vector3 movingDirection = VehicleVelocity;
@@ -1303,7 +1395,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1303 { 1395 {
1304 Vector3 ret = Vector3.Zero; 1396 Vector3 ret = Vector3.Zero;
1305 1397
1306 if (m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) 1398 if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff)
1307 { 1399 {
1308 // Rotate a UnitZ vector (pointing up) to how the vehicle is oriented. 1400 // Rotate a UnitZ vector (pointing up) to how the vehicle is oriented.
1309 // As the vehicle rolls to the right or left, the Y value will increase from 1401 // As the vehicle rolls to the right or left, the Y value will increase from
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index 756faed..cbd160f 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -152,6 +152,7 @@ public abstract class BSLinkset
152 if (IsRoot(child)) 152 if (IsRoot(child))
153 { 153 {
154 // Cannot remove the root from a linkset. 154 // Cannot remove the root from a linkset.
155 child.PositionDisplacement = OMV.Vector3.Zero;
155 return this; 156 return this;
156 } 157 }
157 RemoveChildFromLinkset(child); 158 RemoveChildFromLinkset(child);
@@ -159,6 +160,7 @@ public abstract class BSLinkset
159 } 160 }
160 161
161 // The child is down to a linkset of just itself 162 // The child is down to a linkset of just itself
163 child.PositionDisplacement = OMV.Vector3.Zero;
162 return BSLinkset.Factory(PhysicsScene, child); 164 return BSLinkset.Factory(PhysicsScene, child);
163 } 165 }
164 166
@@ -310,7 +312,7 @@ public abstract class BSLinkset
310 312
311 foreach (BSPhysObject bp in m_children) 313 foreach (BSPhysObject bp in m_children)
312 { 314 {
313 com += bp.Position * bp.RawMass; 315 com += bp.Position;
314 } 316 }
315 com /= (m_children.Count + 1); 317 com /= (m_children.Count + 1);
316 } 318 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index bd03d31..5a1b5c7 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -40,23 +40,33 @@ namespace OpenSim.Region.Physics.BulletSPlugin
40// removed from the linkset. 40// removed from the linkset.
41sealed class BSLinksetCompoundInfo : BSLinksetInfo 41sealed class BSLinksetCompoundInfo : BSLinksetInfo
42{ 42{
43 public OMV.Vector3 OffsetPos; 43 public int Index;
44 public OMV.Vector3 OffsetFromRoot;
45 public OMV.Vector3 OffsetFromCenterOfMass;
44 public OMV.Quaternion OffsetRot; 46 public OMV.Quaternion OffsetRot;
45 public BSLinksetCompoundInfo(OMV.Vector3 p, OMV.Quaternion r) 47 public BSLinksetCompoundInfo(int indx, OMV.Vector3 p, OMV.Quaternion r)
46 { 48 {
47 OffsetPos = p; 49 Index = indx;
50 OffsetFromRoot = p;
51 OffsetFromCenterOfMass = p;
48 OffsetRot = r; 52 OffsetRot = r;
49 } 53 }
50 public override void Clear() 54 public override void Clear()
51 { 55 {
52 OffsetPos = OMV.Vector3.Zero; 56 Index = 0;
57 OffsetFromRoot = OMV.Vector3.Zero;
58 OffsetFromCenterOfMass = OMV.Vector3.Zero;
53 OffsetRot = OMV.Quaternion.Identity; 59 OffsetRot = OMV.Quaternion.Identity;
54 } 60 }
55 public override string ToString() 61 public override string ToString()
56 { 62 {
57 StringBuilder buff = new StringBuilder(); 63 StringBuilder buff = new StringBuilder();
58 buff.Append("<p="); 64 buff.Append("<i=");
59 buff.Append(OffsetPos.ToString()); 65 buff.Append(Index.ToString());
66 buff.Append(",p=");
67 buff.Append(OffsetFromRoot.ToString());
68 buff.Append(",m=");
69 buff.Append(OffsetFromCenterOfMass.ToString());
60 buff.Append(",r="); 70 buff.Append(",r=");
61 buff.Append(OffsetRot.ToString()); 71 buff.Append(OffsetRot.ToString());
62 buff.Append(">"); 72 buff.Append(">");
@@ -170,6 +180,8 @@ public sealed class BSLinksetCompound : BSLinkset
170 return ret; 180 return ret;
171 } 181 }
172 182
183 // 'physicalUpdate' is true if these changes came directly from the physics engine. Don't need to rebuild then.
184 // Called at taint-time.
173 public override void UpdateProperties(BSPhysObject updated, bool physicalUpdate) 185 public override void UpdateProperties(BSPhysObject updated, bool physicalUpdate)
174 { 186 {
175 // The user moving a child around requires the rebuilding of the linkset compound shape 187 // The user moving a child around requires the rebuilding of the linkset compound shape
@@ -182,6 +194,7 @@ public sealed class BSLinksetCompound : BSLinkset
182 && !physicalUpdate 194 && !physicalUpdate
183 && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) 195 && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition))
184 { 196 {
197 // TODO: replace this with are calculation of the child prim's orientation and pos.
185 updated.LinksetInfo = null; 198 updated.LinksetInfo = null;
186 ScheduleRebuild(updated); 199 ScheduleRebuild(updated);
187 } 200 }
@@ -230,7 +243,7 @@ public sealed class BSLinksetCompound : BSLinkset
230 if (inTaintTime) 243 if (inTaintTime)
231 { 244 {
232 OMV.Vector3 oldPos = child.RawPosition; 245 OMV.Vector3 oldPos = child.RawPosition;
233 child.ForcePosition = LinksetRoot.RawPosition + lci.OffsetPos; 246 child.ForcePosition = LinksetRoot.RawPosition + lci.OffsetFromRoot;
234 child.ForceOrientation = LinksetRoot.RawOrientation * lci.OffsetRot; 247 child.ForceOrientation = LinksetRoot.RawOrientation * lci.OffsetRot;
235 DetailLog("{0},BSLinksetCompound.RecomputeChildWorldPosition,oldPos={1},lci={2},newPos={3}", 248 DetailLog("{0},BSLinksetCompound.RecomputeChildWorldPosition,oldPos={1},lci={2},newPos={3}",
236 child.LocalID, oldPos, lci, child.RawPosition); 249 child.LocalID, oldPos, lci, child.RawPosition);
@@ -238,7 +251,7 @@ public sealed class BSLinksetCompound : BSLinkset
238 else 251 else
239 { 252 {
240 // TaintedObject is not used here so the raw position is set now and not at taint-time. 253 // TaintedObject is not used here so the raw position is set now and not at taint-time.
241 child.Position = LinksetRoot.RawPosition + lci.OffsetPos; 254 child.Position = LinksetRoot.RawPosition + lci.OffsetFromRoot;
242 child.Orientation = LinksetRoot.RawOrientation * lci.OffsetRot; 255 child.Orientation = LinksetRoot.RawOrientation * lci.OffsetRot;
243 } 256 }
244 } 257 }
@@ -306,6 +319,7 @@ public sealed class BSLinksetCompound : BSLinkset
306 // Constraint linksets are rebuilt every time. 319 // Constraint linksets are rebuilt every time.
307 // Note that this works for rebuilding just the root after a linkset is taken apart. 320 // Note that this works for rebuilding just the root after a linkset is taken apart.
308 // Called at taint time!! 321 // Called at taint time!!
322 private bool disableCOM = true; // disable until we get this debugged
309 private void RecomputeLinksetCompound() 323 private void RecomputeLinksetCompound()
310 { 324 {
311 try 325 try
@@ -316,10 +330,34 @@ public sealed class BSLinksetCompound : BSLinkset
316 // Cause the root shape to be rebuilt as a compound object with just the root in it 330 // Cause the root shape to be rebuilt as a compound object with just the root in it
317 LinksetRoot.ForceBodyShapeRebuild(true); 331 LinksetRoot.ForceBodyShapeRebuild(true);
318 332
333 // The center of mass for the linkset is the geometric center of the group.
334 // Compute a displacement for each component so it is relative to the center-of-mass.
335 // Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass
336 OMV.Vector3 centerOfMass;
337 OMV.Vector3 centerDisplacement = OMV.Vector3.Zero;
338 if (disableCOM) // DEBUG DEBUG
339 { // DEBUG DEBUG
340 centerOfMass = LinksetRoot.RawPosition; // DEBUG DEBUG
341 LinksetRoot.PositionDisplacement = OMV.Vector3.Zero;
342 } // DEBUG DEBUG
343 else
344 {
345 centerOfMass = ComputeLinksetGeometricCenter();
346 centerDisplacement = centerOfMass - LinksetRoot.RawPosition;
347
348 // Since we're displacing the center of the shape, we need to move the body in the world
349 LinksetRoot.PositionDisplacement = centerDisplacement;
350
351 PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0, -centerDisplacement, OMV.Quaternion.Identity, false);
352 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}",
353 LinksetRoot.LocalID, centerOfMass, LinksetRoot.RawPosition, centerDisplacement);
354 }
355
319 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}", 356 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}",
320 LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren); 357 LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren);
321 358
322 // Add a shape for each of the other children in the linkset 359 // Add a shape for each of the other children in the linkset
360 int memberIndex = 1;
323 ForEachMember(delegate(BSPhysObject cPrim) 361 ForEachMember(delegate(BSPhysObject cPrim)
324 { 362 {
325 if (!IsRoot(cPrim)) 363 if (!IsRoot(cPrim))
@@ -331,19 +369,21 @@ public sealed class BSLinksetCompound : BSLinkset
331 BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo; 369 BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo;
332 if (lci == null) 370 if (lci == null)
333 { 371 {
334 // Each child position and rotation is given relative to the root. 372 // Each child position and rotation is given relative to the center-of-mass.
335 OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); 373 OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation);
336 OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation; 374 OMV.Vector3 displacementFromRoot = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation;
375 OMV.Vector3 displacementFromCOM = displacementFromRoot - centerDisplacement;
337 OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation; 376 OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation;
338 377
339 // Save relative position for recomputing child's world position after moving linkset. 378 // Save relative position for recomputing child's world position after moving linkset.
340 lci = new BSLinksetCompoundInfo(displacementPos, displacementRot); 379 lci = new BSLinksetCompoundInfo(memberIndex, displacementFromCOM, displacementRot);
380 lci.OffsetFromRoot = displacementFromRoot;
341 cPrim.LinksetInfo = lci; 381 cPrim.LinksetInfo = lci;
342 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci); 382 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci);
343 } 383 }
344 384
345 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}", 385 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},lci={3}",
346 LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot); 386 LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, lci);
347 387
348 if (cPrim.PhysShape.isNativeShape) 388 if (cPrim.PhysShape.isNativeShape)
349 { 389 {
@@ -359,7 +399,7 @@ public sealed class BSLinksetCompound : BSLinkset
359 PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); 399 PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null);
360 BulletShape newShape = cPrim.PhysShape; 400 BulletShape newShape = cPrim.PhysShape;
361 cPrim.PhysShape = saveShape; 401 cPrim.PhysShape = saveShape;
362 PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, lci.OffsetPos, lci.OffsetRot); 402 PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, lci.OffsetFromCenterOfMass, lci.OffsetRot);
363 } 403 }
364 else 404 else
365 { 405 {
@@ -371,8 +411,10 @@ public sealed class BSLinksetCompound : BSLinkset
371 PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", 411 PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}",
372 LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); 412 LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape);
373 } 413 }
374 PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot); 414 PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, lci.OffsetFromCenterOfMass, lci.OffsetRot);
375 } 415 }
416 lci.Index = memberIndex;
417 memberIndex++;
376 } 418 }
377 return false; // 'false' says to move onto the next child in the list 419 return false; // 'false' says to move onto the next child in the list
378 }); 420 });
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 23d573f..27ff047 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -80,6 +80,7 @@ public static class BSParam
80 public static float AvatarStepForceFactor { get; private set; } 80 public static float AvatarStepForceFactor { get; private set; }
81 81
82 public static float VehicleAngularDamping { get; private set; } 82 public static float VehicleAngularDamping { get; private set; }
83 public static float VehicleDebuggingEnabled { get; private set; }
83 84
84 public static float LinksetImplementation { get; private set; } 85 public static float LinksetImplementation { get; private set; }
85 public static float LinkConstraintUseFrameOffset { get; private set; } 86 public static float LinkConstraintUseFrameOffset { get; private set; }
@@ -427,6 +428,11 @@ public static class BSParam
427 (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, 428 (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); },
428 (s) => { return VehicleAngularDamping; }, 429 (s) => { return VehicleAngularDamping; },
429 (s,p,l,v) => { VehicleAngularDamping = v; } ), 430 (s,p,l,v) => { VehicleAngularDamping = v; } ),
431 new ParameterDefn("VehicleDebuggingEnable", "Turn on/off vehicle debugging",
432 ConfigurationParameters.numericFalse,
433 (s,cf,p,v) => { VehicleDebuggingEnabled = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
434 (s) => { return VehicleDebuggingEnabled; },
435 (s,p,l,v) => { VehicleDebuggingEnabled = v; } ),
430 436
431 new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", 437 new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
432 0f, 438 0f,
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index e8575f6..185f111 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -73,6 +73,8 @@ public abstract class BSPhysObject : PhysicsActor
73 73
74 // A linkset of just me 74 // A linkset of just me
75 Linkset = BSLinkset.Factory(PhysicsScene, this); 75 Linkset = BSLinkset.Factory(PhysicsScene, this);
76 PositionDisplacement = OMV.Vector3.Zero;
77
76 LastAssetBuildFailed = false; 78 LastAssetBuildFailed = false;
77 79
78 // Default material type 80 // Default material type
@@ -135,6 +137,7 @@ public abstract class BSPhysObject : PhysicsActor
135 public virtual OMV.Vector3 Scale { get; set; } 137 public virtual OMV.Vector3 Scale { get; set; }
136 public abstract bool IsSolid { get; } 138 public abstract bool IsSolid { get; }
137 public abstract bool IsStatic { get; } 139 public abstract bool IsStatic { get; }
140 public abstract bool IsSelected { get; }
138 141
139 // Materialness 142 // Materialness
140 public MaterialAttributes.Material Material { get; private set; } 143 public MaterialAttributes.Material Material { get; private set; }
@@ -156,6 +159,14 @@ public abstract class BSPhysObject : PhysicsActor
156 public abstract OMV.Vector3 RawPosition { get; set; } 159 public abstract OMV.Vector3 RawPosition { get; set; }
157 public abstract OMV.Vector3 ForcePosition { get; set; } 160 public abstract OMV.Vector3 ForcePosition { get; set; }
158 161
162 // Position is what the simulator thinks the positions of the prim is.
163 // Because Bullet needs the zero coordinate to be the center of mass of the linkset,
164 // sometimes it is necessary to displace the position the physics engine thinks
165 // the position is. PositionDisplacement must be added and removed from the
166 // position as the simulator position is stored and fetched from the physics
167 // engine.
168 public virtual OMV.Vector3 PositionDisplacement { get; set; }
169
159 public abstract OMV.Quaternion RawOrientation { get; set; } 170 public abstract OMV.Quaternion RawOrientation { get; set; }
160 public abstract OMV.Quaternion ForceOrientation { get; set; } 171 public abstract OMV.Quaternion ForceOrientation { get; set; }
161 172
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs
index 65be52a..9442854 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs
@@ -59,7 +59,7 @@ public class BSPlugin : IPhysicsPlugin
59 { 59 {
60 if (_mScene == null) 60 if (_mScene == null)
61 { 61 {
62 _mScene = new BSScene(sceneIdentifier); 62 _mScene = new BSScene(GetName(), sceneIdentifier);
63 } 63 }
64 return (_mScene); 64 return (_mScene);
65 } 65 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 400d5d6..e5f7ab7 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -50,7 +50,10 @@ public sealed class BSPrim : BSPhysObject
50 private bool _grabbed; 50 private bool _grabbed;
51 private bool _isSelected; 51 private bool _isSelected;
52 private bool _isVolumeDetect; 52 private bool _isVolumeDetect;
53
54 // _position is what the simulator thinks the positions of the prim is.
53 private OMV.Vector3 _position; 55 private OMV.Vector3 _position;
56
54 private float _mass; // the mass of this object 57 private float _mass; // the mass of this object
55 private float _density; 58 private float _density;
56 private OMV.Vector3 _force; 59 private OMV.Vector3 _force;
@@ -169,6 +172,7 @@ public sealed class BSPrim : BSPhysObject
169 public override PrimitiveBaseShape Shape { 172 public override PrimitiveBaseShape Shape {
170 set { 173 set {
171 BaseShape = value; 174 BaseShape = value;
175 LastAssetBuildFailed = false;
172 ForceBodyShapeRebuild(false); 176 ForceBodyShapeRebuild(false);
173 } 177 }
174 } 178 }
@@ -178,7 +182,6 @@ public sealed class BSPrim : BSPhysObject
178 182
179 public override bool ForceBodyShapeRebuild(bool inTaintTime) 183 public override bool ForceBodyShapeRebuild(bool inTaintTime)
180 { 184 {
181 LastAssetBuildFailed = false;
182 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() 185 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate()
183 { 186 {
184 _mass = CalculateMass(); // changing the shape changes the mass 187 _mass = CalculateMass(); // changing the shape changes the mass
@@ -204,6 +207,10 @@ public sealed class BSPrim : BSPhysObject
204 } 207 }
205 } 208 }
206 } 209 }
210 public override bool IsSelected
211 {
212 get { return _isSelected; }
213 }
207 public override void CrossingFailure() { return; } 214 public override void CrossingFailure() { return; }
208 215
209 // link me to the specified parent 216 // link me to the specified parent
@@ -290,7 +297,7 @@ public sealed class BSPrim : BSPhysObject
290 */ 297 */
291 298
292 // don't do the GetObjectPosition for root elements because this function is called a zillion times. 299 // don't do the GetObjectPosition for root elements because this function is called a zillion times.
293 // _position = PhysicsScene.PE.GetObjectPosition2(PhysicsScene.World, BSBody); 300 // _position = PhysicsScene.PE.GetObjectPosition2(PhysicsScene.World, BSBody) - PositionDisplacement;
294 return _position; 301 return _position;
295 } 302 }
296 set { 303 set {
@@ -316,18 +323,37 @@ public sealed class BSPrim : BSPhysObject
316 } 323 }
317 public override OMV.Vector3 ForcePosition { 324 public override OMV.Vector3 ForcePosition {
318 get { 325 get {
319 _position = PhysicsScene.PE.GetPosition(PhysBody); 326 _position = PhysicsScene.PE.GetPosition(PhysBody) - PositionDisplacement;
320 return _position; 327 return _position;
321 } 328 }
322 set { 329 set {
323 _position = value; 330 _position = value;
324 if (PhysBody.HasPhysicalBody) 331 if (PhysBody.HasPhysicalBody)
325 { 332 {
326 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); 333 PhysicsScene.PE.SetTranslation(PhysBody, _position + PositionDisplacement, _orientation);
327 ActivateIfPhysical(false); 334 ActivateIfPhysical(false);
328 } 335 }
329 } 336 }
330 } 337 }
338 // Override to have position displacement immediately update the physical position.
339 // A feeble attempt to keep the sim and physical positions in sync
340 // Must be called at taint time.
341 public override OMV.Vector3 PositionDisplacement
342 {
343 get
344 {
345 return base.PositionDisplacement;
346 }
347 set
348 {
349 base.PositionDisplacement = value;
350 PhysicsScene.TaintedObject(PhysicsScene.InTaintTime, "BSPrim.setPosition", delegate()
351 {
352 if (PhysBody.HasPhysicalBody)
353 PhysicsScene.PE.SetTranslation(PhysBody, _position + base.PositionDisplacement, _orientation);
354 });
355 }
356 }
331 357
332 // Check that the current position is sane and, if not, modify the position to make it so. 358 // Check that the current position is sane and, if not, modify the position to make it so.
333 // Check for being below terrain and being out of bounds. 359 // Check for being below terrain and being out of bounds.
@@ -336,7 +362,7 @@ public sealed class BSPrim : BSPhysObject
336 { 362 {
337 bool ret = false; 363 bool ret = false;
338 364
339 if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(_position)) 365 if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
340 { 366 {
341 // The physical object is out of the known/simulated area. 367 // The physical object is out of the known/simulated area.
342 // Upper levels of code will handle the transition to other areas so, for 368 // Upper levels of code will handle the transition to other areas so, for
@@ -350,8 +376,11 @@ public sealed class BSPrim : BSPhysObject
350 { 376 {
351 DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); 377 DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
352 float targetHeight = terrainHeight + (Size.Z / 2f); 378 float targetHeight = terrainHeight + (Size.Z / 2f);
353 // Upforce proportional to the distance away from the terrain. Correct the error in 1 sec. 379 // If the object is below ground it just has to be moved up because pushing will
354 upForce.Z = (terrainHeight - RawPosition.Z) * 1f; 380 // not get it through the terrain
381 _position.Z = targetHeight;
382 if (!inTaintTime)
383 ForcePosition = _position;
355 ret = true; 384 ret = true;
356 } 385 }
357 386
@@ -363,20 +392,15 @@ public sealed class BSPrim : BSPhysObject
363 { 392 {
364 // Upforce proportional to the distance away from the water. Correct the error in 1 sec. 393 // Upforce proportional to the distance away from the water. Correct the error in 1 sec.
365 upForce.Z = (waterHeight - RawPosition.Z) * 1f; 394 upForce.Z = (waterHeight - RawPosition.Z) * 1f;
395
396 // Apply upforce and overcome gravity.
397 OMV.Vector3 correctionForce = upForce - PhysicsScene.DefaultGravity;
398 DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce);
399 AddForce(correctionForce, false, inTaintTime);
366 ret = true; 400 ret = true;
367 } 401 }
368 } 402 }
369 403
370 // The above code computes a force to apply to correct any out-of-bounds problems. Apply same.
371 // TODO: This should be intergrated with a geneal physics action mechanism.
372 // TODO: This should be moderated with PID'ness.
373 if (ret)
374 {
375 // Apply upforce and overcome gravity.
376 OMV.Vector3 correctionForce = upForce - PhysicsScene.DefaultGravity;
377 DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce);
378 AddForce(correctionForce, false, inTaintTime);
379 }
380 return ret; 404 return ret;
381 } 405 }
382 406
@@ -410,7 +434,7 @@ public sealed class BSPrim : BSPhysObject
410 } 434 }
411 else 435 else
412 { 436 {
413 OMV.Vector3 grav = ComputeGravity(); 437 OMV.Vector3 grav = ComputeGravity(Buoyancy);
414 438
415 if (inWorld) 439 if (inWorld)
416 { 440 {
@@ -445,12 +469,12 @@ public sealed class BSPrim : BSPhysObject
445 } 469 }
446 470
447 // Return what gravity should be set to this very moment 471 // Return what gravity should be set to this very moment
448 private OMV.Vector3 ComputeGravity() 472 public OMV.Vector3 ComputeGravity(float buoyancy)
449 { 473 {
450 OMV.Vector3 ret = PhysicsScene.DefaultGravity; 474 OMV.Vector3 ret = PhysicsScene.DefaultGravity;
451 475
452 if (!IsStatic) 476 if (!IsStatic)
453 ret *= (1f - Buoyancy); 477 ret *= (1f - buoyancy);
454 478
455 return ret; 479 return ret;
456 } 480 }
@@ -586,6 +610,7 @@ public sealed class BSPrim : BSPhysObject
586 _velocity = value; 610 _velocity = value;
587 if (PhysBody.HasPhysicalBody) 611 if (PhysBody.HasPhysicalBody)
588 { 612 {
613 DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, _velocity);
589 PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); 614 PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity);
590 ActivateIfPhysical(false); 615 ActivateIfPhysical(false);
591 } 616 }
@@ -650,12 +675,7 @@ public sealed class BSPrim : BSPhysObject
650 675
651 PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() 676 PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate()
652 { 677 {
653 if (PhysBody.HasPhysicalBody) 678 ForceOrientation = _orientation;
654 {
655 // _position = PhysicsScene.PE.GetObjectPosition(PhysicsScene.World, BSBody);
656 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
657 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
658 }
659 }); 679 });
660 } 680 }
661 } 681 }
@@ -670,7 +690,8 @@ public sealed class BSPrim : BSPhysObject
670 set 690 set
671 { 691 {
672 _orientation = value; 692 _orientation = value;
673 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); 693 if (PhysBody.HasPhysicalBody)
694 PhysicsScene.PE.SetTranslation(PhysBody, _position + PositionDisplacement, _orientation);
674 } 695 }
675 } 696 }
676 public override int PhysicsActorType { 697 public override int PhysicsActorType {
@@ -809,7 +830,7 @@ public sealed class BSPrim : BSPhysObject
809 // PhysicsScene.PE.ClearAllForces(BSBody); 830 // PhysicsScene.PE.ClearAllForces(BSBody);
810 831
811 // For good measure, make sure the transform is set through to the motion state 832 // For good measure, make sure the transform is set through to the motion state
812 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); 833 PhysicsScene.PE.SetTranslation(PhysBody, _position + PositionDisplacement, _orientation);
813 834
814 // Center of mass is at the center of the object 835 // Center of mass is at the center of the object
815 // DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(Linkset.LinksetRoot.PhysBody, _position, _orientation); 836 // DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(Linkset.LinksetRoot.PhysBody, _position, _orientation);
@@ -1153,33 +1174,70 @@ public sealed class BSPrim : BSPhysObject
1153 // This added force will only last the next simulation tick. 1174 // This added force will only last the next simulation tick.
1154 public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { 1175 public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
1155 // for an object, doesn't matter if force is a pushforce or not 1176 // for an object, doesn't matter if force is a pushforce or not
1156 if (!IsStatic && force.IsFinite()) 1177 if (!IsStatic)
1157 { 1178 {
1158 float magnitude = force.Length(); 1179 if (force.IsFinite())
1159 if (magnitude > BSParam.MaxAddForceMagnitude)
1160 { 1180 {
1161 // Force has a limit 1181 float magnitude = force.Length();
1162 force = force / magnitude * BSParam.MaxAddForceMagnitude; 1182 if (magnitude > BSParam.MaxAddForceMagnitude)
1163 } 1183 {
1184 // Force has a limit
1185 force = force / magnitude * BSParam.MaxAddForceMagnitude;
1186 }
1164 1187
1165 OMV.Vector3 addForce = force; 1188 OMV.Vector3 addForce = force;
1166 // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); 1189 // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce);
1167 1190
1168 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() 1191 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
1169 {
1170 // Bullet adds this central force to the total force for this tick
1171 DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
1172 if (PhysBody.HasPhysicalBody)
1173 { 1192 {
1174 PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); 1193 // Bullet adds this central force to the total force for this tick
1175 ActivateIfPhysical(false); 1194 DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
1176 } 1195 if (PhysBody.HasPhysicalBody)
1177 }); 1196 {
1197 PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce);
1198 ActivateIfPhysical(false);
1199 }
1200 });
1201 }
1202 else
1203 {
1204 m_log.WarnFormat("{0}: AddForce: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
1205 return;
1206 }
1178 } 1207 }
1179 else 1208 }
1209
1210 public void AddForceImpulse(OMV.Vector3 impulse, bool pushforce, bool inTaintTime) {
1211 // for an object, doesn't matter if force is a pushforce or not
1212 if (!IsStatic)
1180 { 1213 {
1181 m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); 1214 if (impulse.IsFinite())
1182 return; 1215 {
1216 float magnitude = impulse.Length();
1217 if (magnitude > BSParam.MaxAddForceMagnitude)
1218 {
1219 // Force has a limit
1220 impulse = impulse / magnitude * BSParam.MaxAddForceMagnitude;
1221 }
1222
1223 // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse);
1224 OMV.Vector3 addImpulse = impulse;
1225 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate()
1226 {
1227 // Bullet adds this impulse immediately to the velocity
1228 DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse);
1229 if (PhysBody.HasPhysicalBody)
1230 {
1231 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, addImpulse);
1232 ActivateIfPhysical(false);
1233 }
1234 });
1235 }
1236 else
1237 {
1238 m_log.WarnFormat("{0}: AddForceImpulse: Got a NaN impulse applied to a prim. LocalID={1}", LogHeader, LocalID);
1239 return;
1240 }
1183 } 1241 }
1184 } 1242 }
1185 1243
@@ -1561,21 +1619,6 @@ public sealed class BSPrim : BSPhysObject
1561 1619
1562 // The physics engine says that properties have updated. Update same and inform 1620 // The physics engine says that properties have updated. Update same and inform
1563 // the world that things have changed. 1621 // the world that things have changed.
1564 // TODO: do we really need to check for changed? Maybe just copy values and call RequestPhysicsterseUpdate()
1565 enum UpdatedProperties {
1566 Position = 1 << 0,
1567 Rotation = 1 << 1,
1568 Velocity = 1 << 2,
1569 Acceleration = 1 << 3,
1570 RotationalVel = 1 << 4
1571 }
1572
1573 const float ROTATION_TOLERANCE = 0.01f;
1574 const float VELOCITY_TOLERANCE = 0.001f;
1575 const float POSITION_TOLERANCE = 0.05f;
1576 const float ACCELERATION_TOLERANCE = 0.01f;
1577 const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
1578
1579 public override void UpdateProperties(EntityProperties entprop) 1622 public override void UpdateProperties(EntityProperties entprop)
1580 { 1623 {
1581 // Updates only for individual prims and for the root object of a linkset. 1624 // Updates only for individual prims and for the root object of a linkset.
@@ -1588,7 +1631,8 @@ public sealed class BSPrim : BSPhysObject
1588 entprop.RotationalVelocity = OMV.Vector3.Zero; 1631 entprop.RotationalVelocity = OMV.Vector3.Zero;
1589 } 1632 }
1590 1633
1591 // Assign directly to the local variables so the normal set action does not happen 1634 // Assign directly to the local variables so the normal set actions do not happen
1635 entprop.Position -= PositionDisplacement;
1592 _position = entprop.Position; 1636 _position = entprop.Position;
1593 _orientation = entprop.Rotation; 1637 _orientation = entprop.Rotation;
1594 _velocity = entprop.Velocity; 1638 _velocity = entprop.Velocity;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 7017194..a5bdc07 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -167,11 +167,16 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
167 public bool VehiclePhysicalLoggingEnabled { get; private set; } 167 public bool VehiclePhysicalLoggingEnabled { get; private set; }
168 168
169 #region Construction and Initialization 169 #region Construction and Initialization
170 public BSScene(string identifier) 170 public BSScene(string engineType, string identifier)
171 { 171 {
172 m_initialized = false; 172 m_initialized = false;
173 // we are passed the name of the region we're working for. 173
174 // The name of the region we're working for is passed to us. Keep for identification.
174 RegionName = identifier; 175 RegionName = identifier;
176
177 // Set identifying variables in the PhysicsScene interface.
178 EngineType = engineType;
179 Name = EngineType + "/" + RegionName;
175 } 180 }
176 181
177 public override void Initialise(IMesher meshmerizer, IConfigSource config) 182 public override void Initialise(IMesher meshmerizer, IConfigSource config)
@@ -486,6 +491,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
486 ProcessTaints(); 491 ProcessTaints();
487 492
488 // Some of the physical objects requre individual, pre-step calls 493 // Some of the physical objects requre individual, pre-step calls
494 // (vehicles and avatar movement, in particular)
489 TriggerPreStepEvent(timeStep); 495 TriggerPreStepEvent(timeStep);
490 496
491 // the prestep actions might have added taints 497 // the prestep actions might have added taints
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index f0c6b99..838c845 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -636,7 +636,7 @@ public sealed class BSShapeCollection : IDisposable
636 } 636 }
637 else 637 else
638 { 638 {
639 meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false); 639 meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false, false, false);
640 640
641 if (meshData != null) 641 if (meshData != null)
642 { 642 {
@@ -709,7 +709,7 @@ public sealed class BSShapeCollection : IDisposable
709 { 709 {
710 // Build a new hull in the physical world 710 // Build a new hull in the physical world
711 // Pass true for physicalness as this creates some sort of bounding box which we don't need 711 // Pass true for physicalness as this creates some sort of bounding box which we don't need
712 IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false); 712 IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false, false, false);
713 if (meshData != null) 713 if (meshData != null)
714 { 714 {
715 715
@@ -906,7 +906,7 @@ public sealed class BSShapeCollection : IDisposable
906 } 906 }
907 } 907 }
908 908
909 // While we figure out the real problem, stick a simple native shape on the object. 909 // While we figure out the real problem, stick in a simple box for the object.
910 BulletShape fillinShape = 910 BulletShape fillinShape =
911 BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); 911 BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
912 912
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 29bd4e4..59cbab9 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -1,12 +1,17 @@
1CURRENT PRIORITIES 1CURRENT PRIORITIES
2================================================= 2=================================================
3Nebadon vehicles turning funny in arena
4limitMotorUp calibration (more down?)
5Vehicle angular vertical attraction
6Vehicle angular deflection
7 Preferred orientation angular correction fix
8vehicle angular banking
3Avatars walking up stairs (HALF DONE) 9Avatars walking up stairs (HALF DONE)
10 Radius of the capsule affects ability to climb edges.
4Vehicle movement on terrain smoothness 11Vehicle movement on terrain smoothness
5limitMotorUp calibration (more down?)
6Preferred orientation angular correction fix
7Surfboard go wonky when turning 12Surfboard go wonky when turning
8 Angular motor direction is global coordinates rather than local coordinates? 13 Angular motor direction is global coordinates rather than local coordinates?
9Boats float low in the water 14Boats float low in the water (DONE)
10Avatar movement 15Avatar movement
11 flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) 16 flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE)
12 walking up stairs is not calibrated correctly (stairs out of Kepler cabin) 17 walking up stairs is not calibrated correctly (stairs out of Kepler cabin)
@@ -33,19 +38,15 @@ CRASHES
33 38
34VEHICLES TODO LIST: 39VEHICLES TODO LIST:
35================================================= 40=================================================
36Angular motor direction is global coordinates rather than local coordinates
37Border crossing with linked vehicle causes crash 41Border crossing with linked vehicle causes crash
38Vehicles (Move smoothly) 42Vehicles (Move smoothly)
39Add vehicle collisions so IsColliding is properly reported.
40 Needed for banking, limitMotorUp, movementLimiting, ...
41VehicleAddForce is not scaled by the simulation step but it is only
42 applied for one step. Should it be scaled?
43Some vehicles should not be able to turn if no speed or off ground. 43Some vehicles should not be able to turn if no speed or off ground.
44Cannot edit/move a vehicle being ridden: it jumps back to the origional position. 44Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
45Neb car jiggling left and right 45Neb car jiggling left and right
46 Happens on terrain and any other mesh object. Flat cubes are much smoother. 46 Happens on terrain and any other mesh object. Flat cubes are much smoother.
47 This has been reduced but not eliminated. 47 This has been reduced but not eliminated.
48Implement referenceFrame for all the motion routines. 48Implement referenceFrame for all the motion routines.
49For limitMotorUp, use raycast down to find if vehicle is in the air.
49Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. 50Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
50 Verify that angular motion specified around Z moves in the vehicle coordinates. 51 Verify that angular motion specified around Z moves in the vehicle coordinates.
51Verify llGetVel() is returning a smooth and good value for vehicle movement. 52Verify llGetVel() is returning a smooth and good value for vehicle movement.
@@ -54,14 +55,13 @@ Implement function efficiency for lineaar and angular motion.
54After getting off a vehicle, the root prim is phantom (can be walked through) 55After getting off a vehicle, the root prim is phantom (can be walked through)
55 Need to force a position update for the root prim after compound shape destruction 56 Need to force a position update for the root prim after compound shape destruction
56Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) 57Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
57For limitMotorUp, use raycast down to find if vehicle is in the air.
58Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). 58Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties().
59 A kludge that isn't fixing the real problem of Bullet adding extra motion. 59 A kludge that isn't fixing the real problem of Bullet adding extra motion.
60Incorporate inter-relationship of angular corrections. For instance, angularDeflection 60Incorporate inter-relationship of angular corrections. For instance, angularDeflection
61 and angularMotorUp will compute same X or Y correction. When added together 61 and angularMotorUp will compute same X or Y correction. When added together
62 creates over-correction and over-shoot and wabbling. 62 creates over-correction and over-shoot and wabbling.
63 63
64BULLETSIM TODO LIST: 64GENERAL TODO LIST:
65================================================= 65=================================================
66Implement an avatar mesh shape. The Bullet capsule is way too limited. 66Implement an avatar mesh shape. The Bullet capsule is way too limited.
67 Consider just hand creating a vertex/index array in a new BSShapeAvatar. 67 Consider just hand creating a vertex/index array in a new BSShapeAvatar.
@@ -121,11 +121,9 @@ LinksetCompound: when one of the children changes orientation (like tires
121Verify/think through scripts in children of linksets. What do they reference 121Verify/think through scripts in children of linksets. What do they reference
122 and return when getting position, velocity, ... 122 and return when getting position, velocity, ...
123Confirm constraint linksets still work after making all the changes for compound linksets. 123Confirm constraint linksets still work after making all the changes for compound linksets.
124Use PostTaint callback to do rebuilds for constraint linksets to reduce rebuilding
124Add 'changed' flag or similar to reduce the number of times a linkset is rebuilt. 125Add 'changed' flag or similar to reduce the number of times a linkset is rebuilt.
125 For compound linksets, add ability to remove or reposition individual child shapes. 126 For compound linksets, add ability to remove or reposition individual child shapes.
126Disable activity of passive linkset children.
127 Since the linkset is a compound object, the old prims are left lying
128 around and need to be phantomized so they don't collide, ...
129Speed up creation of large physical linksets 127Speed up creation of large physical linksets
130 For instance, sitting in Neb's car (130 prims) takes several seconds to become physical. 128 For instance, sitting in Neb's car (130 prims) takes several seconds to become physical.
131 REALLY bad for very large physical linksets (freezes the sim for many seconds). 129 REALLY bad for very large physical linksets (freezes the sim for many seconds).
@@ -138,25 +136,21 @@ MORE
138Use the HACD convex hull routine in Bullet rather than the C# version. 136Use the HACD convex hull routine in Bullet rather than the C# version.
139Do we need to do convex hulls all the time? Can complex meshes be left meshes? 137Do we need to do convex hulls all the time? Can complex meshes be left meshes?
140 There is some problem with meshes and collisions 138 There is some problem with meshes and collisions
141Test avatar walking up stairs. How does compare with SL. 139 Hulls are not as detailed as meshes. Hulled vehicles insides are different shape.
142 Radius of the capsule affects ability to climb edges.
143Debounce avatar contact so legs don't keep folding up when standing. 140Debounce avatar contact so legs don't keep folding up when standing.
144Implement LSL physics controls. Like STATUS_ROTATE_X. 141Implement LSL physics controls. Like STATUS_ROTATE_X.
145Add border extensions to terrain to help region crossings and objects leaving region. 142Add border extensions to terrain to help region crossings and objects leaving region.
146Use a different capsule shape for avatar when sitting 143Use a different capsule shape for avatar when sitting
147 LL uses a pyrimidal shape scaled by the avatar's bounding box 144 LL uses a pyrimidal shape scaled by the avatar's bounding box
148 http://wiki.secondlife.com/wiki/File:Avmeshforms.png 145 http://wiki.secondlife.com/wiki/File:Avmeshforms.png
149
150Performance test with lots of avatars. Can BulletSim support a thousand? 146Performance test with lots of avatars. Can BulletSim support a thousand?
151Optimize collisions in C++: only send up to the object subscribed to collisions. 147Optimize collisions in C++: only send up to the object subscribed to collisions.
152 Use collision subscription and remove the collsion(A,B) and collision(B,A) 148 Use collision subscription and remove the collsion(A,B) and collision(B,A)
153Check whether SimMotionState needs large if statement (see TODO). 149Check whether SimMotionState needs large if statement (see TODO).
154
155Implement 'top colliders' info. 150Implement 'top colliders' info.
156Avatar jump 151Avatar jump
157Performance measurement and changes to make quicker. 152Performance measurement and changes to make quicker.
158Implement detailed physics stats (GetStats()). 153Implement detailed physics stats (GetStats()).
159
160Measure performance improvement from hulls 154Measure performance improvement from hulls
161Test not using ghost objects for volume detect implementation. 155Test not using ghost objects for volume detect implementation.
162Performance of closures and delegates for taint processing 156Performance of closures and delegates for taint processing
@@ -164,9 +158,7 @@ Performance of closures and delegates for taint processing
164 Is any slowdown introduced by the existing implementation significant? 158 Is any slowdown introduced by the existing implementation significant?
165Is there are more efficient method of implementing pre and post step actions? 159Is there are more efficient method of implementing pre and post step actions?
166 See http://www.codeproject.com/Articles/29922/Weak-Events-in-C 160 See http://www.codeproject.com/Articles/29922/Weak-Events-in-C
167
168Physics Arena central pyramid: why is one side permiable? 161Physics Arena central pyramid: why is one side permiable?
169
170In SL, perfect spheres don't seem to have rolling friction. Add special case. 162In SL, perfect spheres don't seem to have rolling friction. Add special case.
171Enforce physical parameter min/max: 163Enforce physical parameter min/max:
172 Gravity: [-1, 28] 164 Gravity: [-1, 28]
@@ -178,6 +170,8 @@ Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/3179
178 170
179INTERNAL IMPROVEMENT/CLEANUP 171INTERNAL IMPROVEMENT/CLEANUP
180================================================= 172=================================================
173Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to
174 BSScene.TaintedObject() could immediately execute the callback if already in taint time.
181Create the physical wrapper classes (BulletBody, BulletShape) by methods on 175Create the physical wrapper classes (BulletBody, BulletShape) by methods on
182 BSAPITemplate and make their actual implementation Bullet engine specific. 176 BSAPITemplate and make their actual implementation Bullet engine specific.
183 For the short term, just call the existing functions in ShapeCollection. 177 For the short term, just call the existing functions in ShapeCollection.
@@ -197,22 +191,19 @@ Generalize Dynamics and PID with standardized motors.
197Generalize Linkset and vehicles into PropertyManagers 191Generalize Linkset and vehicles into PropertyManagers
198 Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies 192 Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
199 Potentially add events for shape destruction, etc. 193 Potentially add events for shape destruction, etc.
200Complete implemention of preStepActions 194Better mechanism for resetting linkset set and vehicle parameters when body rebuilt.
201 Replace vehicle step call with prestep event. 195 BSPrim.CreateGeomAndObject is kludgy with the callbacks, etc.
202 Is there a need for postStepActions? postStepTaints?
203Implement linkset by setting position of children when root updated. (LinksetManual) 196Implement linkset by setting position of children when root updated. (LinksetManual)
204 Linkset implementation using manual prim movement. 197 Linkset implementation using manual prim movement.
205LinkablePrim class? Would that simplify/centralize the linkset logic? 198LinkablePrim class? Would that simplify/centralize the linkset logic?
206BSScene.UpdateParameterSet() is broken. How to set params on objects? 199BSScene.UpdateParameterSet() is broken. How to set params on objects?
207Remove HeightmapInfo from terrain specification
208 Since C++ code does not need terrain height, this structure et al are not needed.
209Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will 200Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will
210 bob at the water level. BSPrim.PositionSanityCheck(). 201 bob at the water level. BSPrim.PositionSanityCheck()
211Should taints check for existance or activeness of target? 202Should taints check for existance or activeness of target?
212 When destroying linksets/etc, taints can be generated for objects that are 203 When destroying linksets/etc, taints can be generated for objects that are
213 actually gone when the taint happens. Crashes don't happen because the taint closure 204 actually gone when the taint happens. Crashes don't happen because the taint closure
214 keeps the object from being freed, but that is just an accident. 205 keeps the object from being freed, but that is just an accident.
215 Possibly have and 'active' flag that is checked by the taint processor? 206 Possibly have an 'active' flag that is checked by the taint processor?
216Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) 207Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones)
217Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'? 208Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'?
218There are TOO MANY interfaces from BulletSim core to Bullet itself 209There are TOO MANY interfaces from BulletSim core to Bullet itself
@@ -282,3 +273,18 @@ Redo BulletSimAPI to allow native C# implementation of Bullet option (DONE)
282Meshes rendering as bounding boxes (DONE) 273Meshes rendering as bounding boxes (DONE)
283 (Resolution: Added test for mesh/sculpties in native shapes so it didn't think it was a box) 274 (Resolution: Added test for mesh/sculpties in native shapes so it didn't think it was a box)
284llMoveToTarget (Resolution: added simple motor to update the position.) 275llMoveToTarget (Resolution: added simple motor to update the position.)
276Angular motor direction is global coordinates rather than local coordinates (DONE)
277Add vehicle collisions so IsColliding is properly reported. (DONE)
278 Needed for banking, limitMotorUp, movementLimiting, ...
279 (Resolution: added CollisionFlags.BS_VEHICLE_COLLISION and code to use it)
280VehicleAddForce is not scaled by the simulation step but it is only
281 applied for one step. Should it be scaled? (DONE)
282 (Resolution: use force for timed things, Impulse for immediate, non-timed things)
283Complete implemention of preStepActions (DONE)
284 Replace vehicle step call with prestep event.
285 Is there a need for postStepActions? postStepTaints?
286Disable activity of passive linkset children. (DONE)
287 Since the linkset is a compound object, the old prims are left lying
288 around and need to be phantomized so they don't collide, ...
289Remove HeightmapInfo from terrain specification (DONE)
290 Since C++ code does not need terrain height, this structure et al are not needed. \ No newline at end of file
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..ec717d7
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1467 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool jumping = false; // add for jumping
94 private bool m_iscolliding = false;
95 private bool m_iscollidingGround = false;
96 private bool m_wascolliding = false;
97 private bool m_wascollidingGround = false;
98 private bool m_iscollidingObj = false;
99 private bool m_alwaysRun = false;
100 private bool m_hackSentFall = false;
101 private bool m_hackSentFly = false;
102 private int m_requestedUpdateFrequency = 0;
103 private Vector3 m_taintPosition = Vector3.Zero;
104 public uint m_localID = 0;
105 public bool m_returnCollisions = false;
106 // taints and their non-tainted counterparts
107 public bool m_isPhysical = false; // the current physical status
108 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
109 public float MinimumGroundFlightOffset = 3f;
110
111 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
112 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
113
114
115 private float m_buoyancy = 0f;
116
117 // private CollisionLocker ode;
118
119 private string m_name = String.Empty;
120
121 private bool[] m_colliderarr = new bool[11];
122 private bool[] m_colliderGroundarr = new bool[11];
123
124 // Default we're a Character
125 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
126
127 // Default, Collide with Other Geometries, spaces, bodies and characters.
128 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
129 | CollisionCategories.Space
130 | CollisionCategories.Body
131 | CollisionCategories.Character
132 | CollisionCategories.Land);
133 public IntPtr Body = IntPtr.Zero;
134 private OdeScene _parent_scene;
135 public IntPtr Shell = IntPtr.Zero;
136 public IntPtr Amotor = IntPtr.Zero;
137 public d.Mass ShellMass;
138 public bool collidelock = false;
139
140 public int m_eventsubscription = 0;
141 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
142
143 private Vector3 m_taintMomentum = Vector3.Zero;
144 private bool m_haveTaintMomentum = false;
145
146
147 // unique UUID of this character object
148 public UUID m_uuid;
149 public bool bad = false;
150 private Object m_syncRoot = new Object();
151
152 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
153 {
154 m_uuid = UUID.Random();
155
156 if (pos.IsFinite())
157 {
158 if (pos.Z > 9999999f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 if (pos.Z < -90000f)
163 {
164 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
165 }
166 _position = pos;
167 m_taintPosition.X = pos.X;
168 m_taintPosition.Y = pos.Y;
169 m_taintPosition.Z = pos.Z;
170 }
171 else
172 {
173 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
174 m_taintPosition.X = _position.X;
175 m_taintPosition.Y = _position.Y;
176 m_taintPosition.Z = _position.Z;
177 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
178 }
179
180 _parent_scene = parent_scene;
181
182 PID_D = pid_d;
183 PID_P = pid_p;
184 CAPSULE_RADIUS = capsule_radius;
185 m_tensor = tensor;
186 m_density = density;
187 heightFudgeFactor = height_fudge_factor;
188 walkDivisor = walk_divisor;
189 runDivisor = rundivisor;
190
191 // m_StandUpRotation =
192 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
193 // 0.5f);
194
195 for (int i = 0; i < 11; i++)
196 {
197 m_colliderarr[i] = false;
198 }
199 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
200 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
201 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
202
203 m_isPhysical = false; // current status: no ODE information exists
204 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
205
206 _parent_scene.AddPhysicsActorTaint(this);
207
208 m_name = avName;
209 }
210
211 public override int PhysicsActorType
212 {
213 get { return (int) ActorTypes.Agent; }
214 set { return; }
215 }
216
217 /// <summary>
218 /// If this is set, the avatar will move faster
219 /// </summary>
220 public override bool SetAlwaysRun
221 {
222 get { return m_alwaysRun; }
223 set { m_alwaysRun = value; }
224 }
225
226 public override uint LocalID
227 {
228 set { m_localID = value; }
229 }
230
231 public override bool Grabbed
232 {
233 set { return; }
234 }
235
236 public override bool Selected
237 {
238// set { return; }
239 set { jumping = value; } // add for jumping flag
240 }
241
242 public override float Buoyancy
243 {
244 get { return m_buoyancy; }
245 set { m_buoyancy = value; }
246 }
247
248 public override bool FloatOnWater
249 {
250 set { return; }
251 }
252
253 public override bool IsPhysical
254 {
255 get { return false; }
256 set { return; }
257 }
258
259 public override bool ThrottleUpdates
260 {
261 get { return false; }
262 set { return; }
263 }
264
265 public override bool Flying
266 {
267 get { return flying; }
268 set { flying = value; }
269 }
270
271 /// <summary>
272 /// Returns if the avatar is colliding in general.
273 /// This includes the ground and objects and avatar.
274 /// </summary>
275 public override bool IsColliding
276 {
277//#@ get { return m_iscolliding; }
278 get { //##
279//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
280 return m_iscolliding; } //##
281 set
282 {
283 int i;
284 int truecount = 0;
285 int falsecount = 0;
286
287 if (m_colliderarr.Length >= 10)
288 {
289 for (i = 0; i < 10; i++)
290 {
291 m_colliderarr[i] = m_colliderarr[i + 1];
292 }
293 }
294 m_colliderarr[10] = value;
295
296 for (i = 0; i < 11; i++)
297 {
298 if (m_colliderarr[i])
299 {
300 truecount++;
301 }
302 else
303 {
304 falsecount++;
305 }
306 }
307
308 // Equal truecounts and false counts means we're colliding with something.
309
310 if (falsecount > 1.2*truecount)
311 {
312 m_iscolliding = false;
313 }
314 else
315 {
316 m_iscolliding = true;
317 }
318// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
319 if (m_wascolliding != m_iscolliding)
320 {
321 //base.SendCollisionUpdate(new CollisionEventUpdate());
322 }
323 m_wascolliding = m_iscolliding;
324 }
325 }
326
327 /// <summary>
328 /// Returns if an avatar is colliding with the ground
329 /// </summary>
330 public override bool CollidingGround
331 {
332 get { return m_iscollidingGround; }
333 set
334 {
335 // Collisions against the ground are not really reliable
336 // So, to get a consistant value we have to average the current result over time
337 // Currently we use 1 second = 10 calls to this.
338 int i;
339 int truecount = 0;
340 int falsecount = 0;
341
342 if (m_colliderGroundarr.Length >= 10)
343 {
344 for (i = 0; i < 10; i++)
345 {
346 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
347 }
348 }
349 m_colliderGroundarr[10] = value;
350
351 for (i = 0; i < 11; i++)
352 {
353 if (m_colliderGroundarr[i])
354 {
355 truecount++;
356 }
357 else
358 {
359 falsecount++;
360 }
361 }
362
363 // Equal truecounts and false counts means we're colliding with something.
364
365 if (falsecount > 1.2*truecount)
366 {
367 m_iscollidingGround = false;
368 }
369 else
370 {
371 m_iscollidingGround = true;
372 }
373 if (m_wascollidingGround != m_iscollidingGround)
374 {
375 //base.SendCollisionUpdate(new CollisionEventUpdate());
376 }
377 m_wascollidingGround = m_iscollidingGround;
378 }
379 }
380
381 /// <summary>
382 /// Returns if the avatar is colliding with an object
383 /// </summary>
384 public override bool CollidingObj
385 {
386 get { return m_iscollidingObj; }
387 set
388 {
389 m_iscollidingObj = value;
390 if (value)
391 m_pidControllerActive = false;
392 else
393 m_pidControllerActive = true;
394 }
395 }
396
397 /// <summary>
398 /// turn the PID controller on or off.
399 /// The PID Controller will turn on all by itself in many situations
400 /// </summary>
401 /// <param name="status"></param>
402 public void SetPidStatus(bool status)
403 {
404 m_pidControllerActive = status;
405 }
406
407 public override bool Stopped
408 {
409 get { return _zeroFlag; }
410 }
411
412 /// <summary>
413 /// This 'puts' an avatar somewhere in the physics space.
414 /// Not really a good choice unless you 'know' it's a good
415 /// spot otherwise you're likely to orbit the avatar.
416 /// </summary>
417 public override Vector3 Position
418 {
419 get { return _position; }
420 set
421 {
422 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
423 {
424 if (value.IsFinite())
425 {
426 if (value.Z > 9999999f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430 if (value.Z < -90000f)
431 {
432 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
433 }
434
435 _position.X = value.X;
436 _position.Y = value.Y;
437 _position.Z = value.Z;
438
439 m_taintPosition.X = value.X;
440 m_taintPosition.Y = value.Y;
441 m_taintPosition.Z = value.Z;
442 _parent_scene.AddPhysicsActorTaint(this);
443 }
444 else
445 {
446 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
447 }
448 }
449 }
450 }
451
452 public override Vector3 RotationalVelocity
453 {
454 get { return m_rotationalVelocity; }
455 set { m_rotationalVelocity = value; }
456 }
457
458 /// <summary>
459 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
460 /// and use it to offset landings properly
461 /// </summary>
462 public override Vector3 Size
463 {
464 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
465 set
466 {
467 if (value.IsFinite())
468 {
469 m_pidControllerActive = true;
470
471 Vector3 SetSize = value;
472 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
473 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
474
475 Velocity = Vector3.Zero;
476 m_taintPosition = _position; // update the stale taint position
477 _parent_scene.AddPhysicsActorTaint(this);
478 }
479 else
480 {
481 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
482 }
483 }
484 }
485
486 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
487 {
488 movementVector.Z = 0f;
489 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
490 if (magnitude < 0.1f) return;
491
492 // normalize the velocity vector
493 float invMagnitude = 1.0f / magnitude;
494 movementVector.X *= invMagnitude;
495 movementVector.Y *= invMagnitude;
496
497 // if we change the capsule heading too often, the capsule can fall down
498 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
499 // meaning only 4 possible capsule tilt orientations
500 if (movementVector.X > 0)
501 {
502 // east
503 if (movementVector.Y > 0)
504 {
505 // northeast
506 movementVector.X = (float)Math.Sqrt(2.0);
507 movementVector.Y = (float)Math.Sqrt(2.0);
508 }
509 else
510 {
511 // southeast
512 movementVector.X = (float)Math.Sqrt(2.0);
513 movementVector.Y = -(float)Math.Sqrt(2.0);
514 }
515 }
516 else
517 {
518 // west
519 if (movementVector.Y > 0)
520 {
521 // northwest
522 movementVector.X = -(float)Math.Sqrt(2.0);
523 movementVector.Y = (float)Math.Sqrt(2.0);
524 }
525 else
526 {
527 // southwest
528 movementVector.X = -(float)Math.Sqrt(2.0);
529 movementVector.Y = -(float)Math.Sqrt(2.0);
530 }
531 }
532
533
534 // movementVector.Z is zero
535
536 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
537 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
538 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
539 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
540
541 //m_log.Debug("[PHYSICS] changing avatar tilt");
542 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
544 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
545 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
546 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
547 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
548 }
549
550 /// <summary>
551 /// This creates the Avatar's physical Surrogate at the position supplied
552 /// </summary>
553 /// <param name="npositionX"></param>
554 /// <param name="npositionY"></param>
555 /// <param name="npositionZ"></param>
556
557 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
558 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
559 // place that is safe to call this routine AvatarGeomAndBodyCreation.
560 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
561 {
562 //CAPSULE_LENGTH = -5;
563 //CAPSULE_RADIUS = -5;
564 int dAMotorEuler = 1;
565 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
566 if (CAPSULE_LENGTH <= 0)
567 {
568 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
569 CAPSULE_LENGTH = 0.01f;
570
571 }
572
573 if (CAPSULE_RADIUS <= 0)
574 {
575 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
576 CAPSULE_RADIUS = 0.01f;
577
578 }
579
580 if(Shell != IntPtr.Zero)
581 {
582 try
583 {
584 d.GeomDestroy(Shell);
585 }
586 catch (System.AccessViolationException)
587 {
588 m_log.Error("[PHYSICS]: PrimGeom dead");
589 }
590 // Remove any old entries
591//string tShell;
592//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
593//Console.WriteLine("**** Remove {0}", tShell);
594 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
595 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
596 }
597
598 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
599 _parent_scene.geom_name_map[Shell] = m_name;
600 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
601//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
602
603 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
604 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
605
606 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
607 Body = d.BodyCreate(_parent_scene.world);
608 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
609
610 _position.X = npositionX;
611 _position.Y = npositionY;
612 _position.Z = npositionZ;
613
614
615 m_taintPosition.X = npositionX;
616 m_taintPosition.Y = npositionY;
617 m_taintPosition.Z = npositionZ;
618
619 d.BodySetMass(Body, ref ShellMass);
620 d.Matrix3 m_caprot;
621 // 90 Stand up on the cap of the capped cyllinder
622 if (_parent_scene.IsAvCapsuleTilted)
623 {
624 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
625 }
626 else
627 {
628 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
629 }
630
631
632 d.GeomSetRotation(Shell, ref m_caprot);
633 d.BodySetRotation(Body, ref m_caprot);
634
635 d.GeomSetBody(Shell, Body);
636
637
638 // The purpose of the AMotor here is to keep the avatar's physical
639 // surrogate from rotating while moving
640 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
641 d.JointAttach(Amotor, Body, IntPtr.Zero);
642 d.JointSetAMotorMode(Amotor, dAMotorEuler);
643 d.JointSetAMotorNumAxes(Amotor, 3);
644 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
645 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
646 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
647 d.JointSetAMotorAngle(Amotor, 0, 0);
648 d.JointSetAMotorAngle(Amotor, 1, 0);
649 d.JointSetAMotorAngle(Amotor, 2, 0);
650
651 // These lowstops and high stops are effectively (no wiggle room)
652 if (_parent_scene.IsAvCapsuleTilted)
653 {
654 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
656 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
657 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
658 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
659 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
660 }
661 else
662 {
663 #region Documentation of capsule motor LowStop and HighStop parameters
664 // Intentionally introduce some tilt into the capsule by setting
665 // the motor stops to small epsilon values. This small tilt prevents
666 // the capsule from falling into the terrain; a straight-up capsule
667 // (with -0..0 motor stops) falls into the terrain for reasons yet
668 // to be comprehended in their entirety.
669 #endregion
670 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
671 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
672 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
673 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
674 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
675 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
676 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
677 }
678
679 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
680 // capped cyllinder will fall over
681 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
682 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
683
684 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
685 //d.QfromR(
686 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
687 //
688 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
689 //standupStraight();
690 }
691
692 //
693 /// <summary>
694 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
695 /// This may be used in calculations in the scene/scenepresence
696 /// </summary>
697 public override float Mass
698 {
699 get
700 {
701 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
702 return m_density*AVvolume;
703 }
704 }
705 public override void link(PhysicsActor obj)
706 {
707
708 }
709
710 public override void delink()
711 {
712
713 }
714
715 public override void LockAngularMotion(Vector3 axis)
716 {
717
718 }
719
720// This code is very useful. Written by DanX0r. We're just not using it right now.
721// Commented out to prevent a warning.
722//
723// private void standupStraight()
724// {
725// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
726// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
727// // change appearance and when you enter the simulator
728// // After this routine is done, the amotor stabilizes much quicker
729// d.Vector3 feet;
730// d.Vector3 head;
731// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
732// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
733// float posture = head.Z - feet.Z;
734
735// // restoring force proportional to lack of posture:
736// float servo = (2.5f - posture) * POSTURE_SERVO;
737// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
738// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
739// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
740// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
741// }
742
743 public override Vector3 Force
744 {
745 get { return _target_velocity; }
746 set { return; }
747 }
748
749 public override int VehicleType
750 {
751 get { return 0; }
752 set { return; }
753 }
754
755 public override void VehicleFloatParam(int param, float value)
756 {
757
758 }
759
760 public override void VehicleVectorParam(int param, Vector3 value)
761 {
762
763 }
764
765 public override void VehicleRotationParam(int param, Quaternion rotation)
766 {
767
768 }
769
770 public override void VehicleFlags(int flags, bool remove)
771 {
772 }
773
774 public override void SetVolumeDetect(int param)
775 {
776
777 }
778
779 public override Vector3 CenterOfMass
780 {
781 get { return Vector3.Zero; }
782 }
783
784 public override Vector3 GeometricCenter
785 {
786 get { return Vector3.Zero; }
787 }
788
789 public override PrimitiveBaseShape Shape
790 {
791 set { return; }
792 }
793
794 public override Vector3 Velocity
795 {
796 get {
797 // There's a problem with Vector3.Zero! Don't Use it Here!
798 if (_zeroFlag)
799 return Vector3.Zero;
800 m_lastUpdateSent = false;
801 return _velocity;
802 }
803 set
804 {
805 if (value.IsFinite())
806 {
807 _target_velocity = value;
808 m_pidControllerActive = true;
809 }
810 else
811 {
812 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
813 }
814 }
815 }
816
817 public override Vector3 Torque
818 {
819 get { return Vector3.Zero; }
820 set { return; }
821 }
822
823 public override float CollisionScore
824 {
825 get { return 0f; }
826 set { }
827 }
828
829 public override bool Kinematic
830 {
831 get { return false; }
832 set { }
833 }
834
835 public override Quaternion Orientation
836 {
837 get { return Quaternion.Identity; }
838 set {
839 //Matrix3 or = Orientation.ToRotationMatrix();
840 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
841 //d.BodySetRotation(Body, ref ord);
842 }
843 }
844
845 public override Vector3 Acceleration
846 {
847 get { return _acceleration; }
848 set { _acceleration = value; }
849 }
850
851 public void SetAcceleration(Vector3 accel)
852 {
853 m_pidControllerActive = true;
854 _acceleration = accel;
855 }
856
857 /// <summary>
858 /// Adds the force supplied to the Target Velocity
859 /// The PID controller takes this target velocity and tries to make it a reality
860 /// </summary>
861 /// <param name="force"></param>
862 public override void AddForce(Vector3 force, bool pushforce)
863 {
864 if (force.IsFinite())
865 {
866 if (pushforce)
867 {
868 m_pidControllerActive = false;
869 force *= 100f;
870//Console.WriteLine("DF 1"); // ##
871 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
872 doForce(force);
873 // If uncommented, things get pushed off world
874 //
875 // m_log.Debug("Push!");
876 // _target_velocity.X += force.X;
877 // _target_velocity.Y += force.Y;
878 // _target_velocity.Z += force.Z;
879 }
880 else
881 {
882 m_pidControllerActive = true;
883 _target_velocity.X += force.X;
884 _target_velocity.Y += force.Y;
885 _target_velocity.Z += force.Z;
886 }
887 }
888 else
889 {
890 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
891 }
892 //m_lastUpdateSent = false;
893 }
894
895 public override void AddAngularForce(Vector3 force, bool pushforce)
896 {
897
898 }
899
900 /// <summary>
901 /// After all of the forces add up with 'add force' we apply them with doForce
902 /// </summary>
903 /// <param name="force"></param>
904 public void doForce(Vector3 force)
905 {
906 if (!collidelock)
907 {
908 d.BodyAddForce(Body, force.X, force.Y, force.Z);
909 //d.BodySetRotation(Body, ref m_StandUpRotation);
910 //standupStraight();
911 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
912//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
913 }
914 }
915
916 public override void SetMomentum(Vector3 momentum)
917 {
918 if (momentum.IsFinite())
919 {
920 m_taintMomentum = momentum;
921 m_haveTaintMomentum = true;
922 _parent_scene.AddPhysicsActorTaint(this);
923 }
924 else
925 m_log.Warn("[PHYSICS] !isFinite momentum");
926 }
927
928
929 /// <summary>
930 /// Called from Simulate
931 /// This is the avatar's movement control + PID Controller
932 /// </summary>
933 /// <param name="timeStep"></param>
934 public void Move(float timeStep, List<OdeCharacter> defects)
935 {
936 // no lock; for now it's only called from within Simulate()
937
938 // If the PID Controller isn't active then we set our force
939 // calculating base velocity to the current position
940
941 if (Body == IntPtr.Zero)
942 return;
943
944 if (m_pidControllerActive == false)
945 {
946 _zeroPosition = d.BodyGetPosition(Body);
947 }
948 //PidStatus = true;
949
950 d.Vector3 localpos = d.BodyGetPosition(Body);
951 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
952
953 if (!localPos.IsFinite())
954 {
955
956 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
957 defects.Add(this);
958 // _parent_scene.RemoveCharacter(this);
959
960 // destroy avatar capsule and related ODE data
961 if (Amotor != IntPtr.Zero)
962 {
963 // Kill the Amotor
964 d.JointDestroy(Amotor);
965 Amotor = IntPtr.Zero;
966 }
967
968 //kill the Geometry
969 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
970
971 if (Body != IntPtr.Zero)
972 {
973 //kill the body
974 d.BodyDestroy(Body);
975
976 Body = IntPtr.Zero;
977 }
978
979 if(Shell != IntPtr.Zero)
980 {
981 try
982 {
983 d.GeomDestroy(Shell);
984 }
985 catch (System.AccessViolationException)
986 {
987 m_log.Error("[PHYSICS]: PrimGeom dead");
988 }
989 // Remove any old entries
990//string tShell;
991//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
992//Console.WriteLine("**** Remove {0}", tShell);
993
994 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
995 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
996 Shell = IntPtr.Zero;
997 }
998
999 return;
1000 }
1001
1002 Vector3 vec = Vector3.Zero;
1003 d.Vector3 vel = d.BodyGetLinearVel(Body);
1004
1005 float movementdivisor = 1f;
1006
1007 if (!m_alwaysRun)
1008 {
1009 movementdivisor = walkDivisor;
1010 }
1011 else
1012 {
1013 movementdivisor = runDivisor;
1014 }
1015
1016 // if velocity is zero, use position control; otherwise, velocity control
1017 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1018 {
1019 // keep track of where we stopped. No more slippin' & slidin'
1020 if (!_zeroFlag)
1021 {
1022 _zeroFlag = true;
1023 _zeroPosition = d.BodyGetPosition(Body);
1024 }
1025 if (m_pidControllerActive)
1026 {
1027 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1028 // react to the physics scene by moving it's position.
1029 // Avatar to Avatar collisions
1030 // Prim to avatar collisions
1031
1032 d.Vector3 pos = d.BodyGetPosition(Body);
1033 float errX = _zeroPosition.X - pos.X;
1034 float errY = _zeroPosition.Y - pos.Y;
1035 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1036 {
1037 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1038 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1039 }
1040 else
1041 { // close, jump to lateral destination
1042 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1043 }
1044// if (flying)
1045 if (flying || jumping) // add for jumping
1046 {
1047 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1048 }
1049 }
1050 //PidStatus = true;
1051 }
1052 else
1053 {
1054 m_pidControllerActive = true;
1055 _zeroFlag = false;
1056 if (m_iscolliding && !flying)
1057 {
1058 // We're standing on something
1059 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1060 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1061 }
1062 else if (m_iscolliding && flying)
1063 {
1064 // We're flying and colliding with something
1065 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1066 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1067 }
1068 else if (!m_iscolliding && flying)
1069 {
1070 // we're in mid air suspended
1071 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1072 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1073 }
1074
1075 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1076 {
1077 // We're colliding with something and we're not flying but we're moving
1078 // This means we're walking or running.
1079 d.Vector3 pos = d.BodyGetPosition(Body);
1080 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1081 if (_target_velocity.X > 0)
1082 {
1083 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1084 }
1085 if (_target_velocity.Y > 0)
1086 {
1087 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1088 }
1089 }
1090 else if (!m_iscolliding && !flying)
1091 {
1092 // we're not colliding and we're not flying so that means we're falling!
1093 // m_iscolliding includes collisions with the ground.
1094
1095 // d.Vector3 pos = d.BodyGetPosition(Body);
1096 if (Math.Abs(_target_velocity.X) > 0)
1097 {
1098 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1099 }
1100 if (Math.Abs(_target_velocity.Y) > 0)
1101 {
1102 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1103 }
1104 }
1105
1106 if (flying)
1107 {
1108 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1109 }
1110 }
1111 if (flying)
1112 {
1113 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1114
1115 //Added for auto fly height. Kitto Flora
1116 //d.Vector3 pos = d.BodyGetPosition(Body);
1117 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1118
1119 if (_position.Z < target_altitude)
1120 {
1121 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1122 }
1123 // end add Kitto Flora
1124 }
1125
1126 if (vel.X * vel.X + vel.Y * vel.Y + vel.Z * vel.Z > 2500.0f) // 50ms apply breaks
1127 {
1128 float breakfactor = 0.16f * m_mass; // will give aprox 60m/s terminal velocity at free fall
1129 vec.X -= breakfactor * vel.X;
1130 vec.Y -= breakfactor * vel.Y;
1131 vec.Z -= breakfactor * vel.Z;
1132 }
1133
1134 if (vec.IsFinite())
1135 {
1136 if (vec.LengthSquared() > 0.0004f) // 0.01 allows 0.002 !!
1137 {
1138//Console.WriteLine("DF 2"); // ##
1139
1140 doForce(vec);
1141 if (!_zeroFlag)
1142 {
1143// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1144 }
1145 }
1146 }
1147 else
1148 {
1149 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1150 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1151 defects.Add(this);
1152 // _parent_scene.RemoveCharacter(this);
1153 // destroy avatar capsule and related ODE data
1154 if (Amotor != IntPtr.Zero)
1155 {
1156 // Kill the Amotor
1157 d.JointDestroy(Amotor);
1158 Amotor = IntPtr.Zero;
1159 }
1160 //kill the Geometry
1161 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1162
1163 if (Body != IntPtr.Zero)
1164 {
1165 //kill the body
1166 d.BodyDestroy(Body);
1167
1168 Body = IntPtr.Zero;
1169 }
1170
1171 if(Shell != IntPtr.Zero)
1172 {
1173 try
1174 {
1175 d.GeomDestroy(Shell);
1176 }
1177 catch (System.AccessViolationException)
1178 {
1179 m_log.Error("[PHYSICS]: PrimGeom dead");
1180 }
1181 // Remove any old entries
1182//string tShell;
1183//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1184//Console.WriteLine("**** Remove {0}", tShell);
1185
1186 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1187 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1188 Shell = IntPtr.Zero;
1189 }
1190 }
1191 }
1192
1193 /// <summary>
1194 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1195 /// </summary>
1196 public void UpdatePositionAndVelocity()
1197 {
1198 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1199 d.Vector3 vec;
1200 try
1201 {
1202 vec = d.BodyGetPosition(Body);
1203 }
1204 catch (NullReferenceException)
1205 {
1206 bad = true;
1207 _parent_scene.BadCharacter(this);
1208 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1209 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1210 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1211 }
1212
1213
1214 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1215 if (vec.X < 0.0f) vec.X = 0.0f;
1216 if (vec.Y < 0.0f) vec.Y = 0.0f;
1217 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1218 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1219
1220 _position.X = vec.X;
1221 _position.Y = vec.Y;
1222 _position.Z = vec.Z;
1223
1224 // Did we move last? = zeroflag
1225 // This helps keep us from sliding all over
1226
1227 if (_zeroFlag)
1228 {
1229 _velocity.X = 0.0f;
1230 _velocity.Y = 0.0f;
1231 _velocity.Z = 0.0f;
1232
1233 // Did we send out the 'stopped' message?
1234 if (!m_lastUpdateSent)
1235 {
1236 m_lastUpdateSent = true;
1237 //base.RequestPhysicsterseUpdate();
1238
1239 }
1240 }
1241 else
1242 {
1243 m_lastUpdateSent = false;
1244 try
1245 {
1246 vec = d.BodyGetLinearVel(Body);
1247 }
1248 catch (NullReferenceException)
1249 {
1250 vec.X = _velocity.X;
1251 vec.Y = _velocity.Y;
1252 vec.Z = _velocity.Z;
1253 }
1254 _velocity.X = (vec.X);
1255 _velocity.Y = (vec.Y);
1256
1257 _velocity.Z = (vec.Z);
1258
1259 if (_velocity.Z < -6 && !m_hackSentFall)
1260 {
1261 m_hackSentFall = true;
1262 m_pidControllerActive = false;
1263 }
1264 else if (flying && !m_hackSentFly)
1265 {
1266 //m_hackSentFly = true;
1267 //base.SendCollisionUpdate(new CollisionEventUpdate());
1268 }
1269 else
1270 {
1271 m_hackSentFly = false;
1272 m_hackSentFall = false;
1273 }
1274 }
1275 }
1276
1277 /// <summary>
1278 /// Cleanup the things we use in the scene.
1279 /// </summary>
1280 public void Destroy()
1281 {
1282 m_tainted_isPhysical = false;
1283 _parent_scene.AddPhysicsActorTaint(this);
1284 }
1285
1286 public override void CrossingFailure()
1287 {
1288 }
1289
1290 public override Vector3 PIDTarget { set { return; } }
1291 public override bool PIDActive { set { return; } }
1292 public override float PIDTau { set { return; } }
1293
1294 public override float PIDHoverHeight { set { return; } }
1295 public override bool PIDHoverActive { set { return; } }
1296 public override PIDHoverType PIDHoverType { set { return; } }
1297 public override float PIDHoverTau { set { return; } }
1298
1299 public override Quaternion APIDTarget{ set { return; } }
1300
1301 public override bool APIDActive{ set { return; } }
1302
1303 public override float APIDStrength{ set { return; } }
1304
1305 public override float APIDDamping{ set { return; } }
1306
1307
1308 public override void SubscribeEvents(int ms)
1309 {
1310 m_requestedUpdateFrequency = ms;
1311 m_eventsubscription = ms;
1312 _parent_scene.addCollisionEventReporting(this);
1313 }
1314 public override void UnSubscribeEvents()
1315 {
1316 _parent_scene.remCollisionEventReporting(this);
1317 m_requestedUpdateFrequency = 0;
1318 m_eventsubscription = 0;
1319 }
1320 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1321 {
1322 if (m_eventsubscription > 0)
1323 {
1324 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1325 }
1326 }
1327
1328 public void SendCollisions()
1329 {
1330 if (m_eventsubscription > m_requestedUpdateFrequency)
1331 {
1332 if (CollisionEventsThisFrame != null)
1333 {
1334 base.SendCollisionUpdate(CollisionEventsThisFrame);
1335 }
1336 CollisionEventsThisFrame = new CollisionEventUpdate();
1337 m_eventsubscription = 0;
1338 }
1339 }
1340 public override bool SubscribedEvents()
1341 {
1342 if (m_eventsubscription > 0)
1343 return true;
1344 return false;
1345 }
1346
1347 public void ProcessTaints(float timestep)
1348 {
1349 lock (m_syncRoot)
1350 {
1351 if (m_tainted_isPhysical != m_isPhysical)
1352 {
1353 if (m_tainted_isPhysical)
1354 {
1355 // Create avatar capsule and related ODE data
1356 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1357 {
1358 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1359 + (Shell!=IntPtr.Zero ? "Shell ":"")
1360 + (Body!=IntPtr.Zero ? "Body ":"")
1361 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1362 }
1363 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1364 _parent_scene.AddCharacter(this);
1365 }
1366 else
1367 {
1368 _parent_scene.RemoveCharacter(this);
1369 // destroy avatar capsule and related ODE data
1370 if (Amotor != IntPtr.Zero)
1371 {
1372 // Kill the Amotor
1373 d.JointDestroy(Amotor);
1374 Amotor = IntPtr.Zero;
1375 }
1376 //kill the Geometry
1377 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1378
1379 if (Body != IntPtr.Zero)
1380 {
1381 //kill the body
1382 d.BodyDestroy(Body);
1383 Body = IntPtr.Zero;
1384 }
1385
1386 if(Shell != IntPtr.Zero)
1387 {
1388 try
1389 {
1390 d.GeomDestroy(Shell);
1391 }
1392 catch (Exception e)
1393 {
1394 m_log.ErrorFormat("[PHYSICS]: Failed to destroy character shell {0}",e.Message);
1395 }
1396 // Remove any old entries
1397 //string tShell;
1398 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1399 //Console.WriteLine("**** Remove {0}", tShell);
1400
1401 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1402 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1403 Shell = IntPtr.Zero;
1404 }
1405 }
1406
1407 m_isPhysical = m_tainted_isPhysical;
1408 }
1409
1410 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1411 {
1412 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1413 {
1414
1415 m_pidControllerActive = true;
1416 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1417 d.JointDestroy(Amotor);
1418 float prevCapsule = CAPSULE_LENGTH;
1419 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1420 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1421 d.BodyDestroy(Body);
1422 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1423 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1424 Velocity = Vector3.Zero;
1425 }
1426 else
1427 {
1428 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1429 + (Shell==IntPtr.Zero ? "Shell ":"")
1430 + (Body==IntPtr.Zero ? "Body ":"")
1431 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1432 }
1433 }
1434
1435 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1436 {
1437 if (Body != IntPtr.Zero)
1438 {
1439 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1440
1441 }
1442 _position.X = m_taintPosition.X;
1443 _position.Y = m_taintPosition.Y;
1444 _position.Z = m_taintPosition.Z;
1445 }
1446
1447 if (m_haveTaintMomentum)
1448 {
1449 m_haveTaintMomentum = false;
1450 _velocity = m_taintMomentum;
1451 _target_velocity = m_taintMomentum;
1452 m_pidControllerActive = true;
1453 if (Body != IntPtr.Zero)
1454 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1455 }
1456 }
1457 }
1458
1459 internal void AddCollisionFrameTime(int p)
1460 {
1461 // protect it from overflow crashing
1462 if (m_eventsubscription + p >= int.MaxValue)
1463 m_eventsubscription = 0;
1464 m_eventsubscription += p;
1465 }
1466 }
1467}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..ba24aa7
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,4124 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * Ubit 2012
27 * rolled into ODEPrim.cs
28 */
29
30using System;
31using System.IO;
32using System.Collections.Generic;
33using System.Reflection;
34using System.Runtime.InteropServices;
35using System.Threading;
36using log4net;
37using OpenMetaverse;
38using Ode.NET;
39using OpenSim.Framework;
40using OpenSim.Region.Physics.Manager;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
46 /// </summary>
47
48 public class OdePrim : PhysicsActor
49 {
50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
51
52 public class SerialControl
53 {
54 public object alock = new object();
55 public byte[] data = new byte[0];
56 }
57 private Vector3 _position;
58 private Vector3 _velocity;
59 private Vector3 _torque;
60 private Vector3 m_lastVelocity;
61 private Vector3 m_lastposition;
62 private Quaternion m_lastorientation = new Quaternion();
63 private Vector3 m_rotationalVelocity;
64 private Vector3 _size;
65 private Vector3 _acceleration;
66 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
67 private Quaternion _orientation;
68 private Vector3 m_taintposition;
69 private Vector3 m_taintsize;
70 private Vector3 m_taintVelocity;
71 private Vector3 m_taintTorque;
72 private Quaternion m_taintrot;
73 private Vector3 m_rotateEnable = Vector3.One; // Current setting
74 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
75 private bool m_rotateEnableUpdate = false;
76 private Vector3 m_lockX;
77 private Vector3 m_lockY;
78 private Vector3 m_lockZ;
79 private IntPtr Amotor = IntPtr.Zero;
80 private IntPtr AmotorX = IntPtr.Zero;
81 private IntPtr AmotorY = IntPtr.Zero;
82 private IntPtr AmotorZ = IntPtr.Zero;
83
84 private Vector3 m_PIDTarget;
85 private float m_PIDTau;
86 private float PID_D = 35f;
87 private float PID_G = 25f;
88 private bool m_usePID = false;
89
90 private Quaternion m_APIDTarget = new Quaternion();
91 private float m_APIDStrength = 0.5f;
92 private float m_APIDDamping = 0.5f;
93 private bool m_useAPID = false;
94 private float m_APIDdamper = 1.0f;
95
96 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
97 // do not confuse with VEHICLE HOVER
98
99 private float m_PIDHoverHeight;
100 private float m_PIDHoverTau;
101 private bool m_useHoverPID;
102 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
103 private float m_targetHoverHeight;
104 private float m_groundHeight;
105 private float m_waterHeight;
106 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
107
108 // private float m_tensor = 5f;
109 private int body_autodisable_frames = 20;
110
111
112 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
113 | CollisionCategories.Space
114 | CollisionCategories.Body
115 | CollisionCategories.Character
116 );
117 private bool m_taintshape;
118 private bool m_taintPhysics;
119 private bool m_collidesLand = true;
120 private bool m_collidesWater;
121 // public bool m_returnCollisions;
122
123 // Default we're a Geometry
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
125
126 // Default, Collide with Other Geometries, spaces and Bodies
127 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
128
129 public bool m_taintremove;
130 public bool m_taintdisable;
131 public bool m_disabled;
132 public bool m_taintadd;
133 public bool m_taintselected;
134 public bool m_taintphantom;
135 public bool m_taintCollidesWater;
136
137 public uint m_localID;
138
139 //public GCHandle gc;
140 private CollisionLocker ode;
141
142 private bool m_meshfailed = false;
143 private bool m_taintforce = false;
144 private bool m_taintaddangularforce = false;
145 private Vector3 m_force;
146 private List<Vector3> m_forcelist = new List<Vector3>();
147 private List<Vector3> m_angularforcelist = new List<Vector3>();
148
149 private IMesh _mesh;
150 private PrimitiveBaseShape _pbs;
151 private OdeScene _parent_scene;
152 public IntPtr m_targetSpace = IntPtr.Zero;
153 public IntPtr prim_geom;
154 // public IntPtr prev_geom;
155 public IntPtr _triMeshData;
156
157 private IntPtr _linkJointGroup = IntPtr.Zero;
158 private PhysicsActor _parent;
159 private PhysicsActor m_taintparent;
160
161 private List<OdePrim> childrenPrim = new List<OdePrim>();
162
163 private bool iscolliding;
164 private bool m_isphysical;
165 private bool m_isphantom;
166 private bool m_isSelected;
167
168 private bool m_NoColide; // for now only for internal use for bad meshs
169
170 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
171
172 private bool m_throttleUpdates;
173 private int throttleCounter;
174 public int m_interpenetrationcount;
175 public float m_collisionscore;
176 // public int m_roundsUnderMotionThreshold;
177 // private int m_crossingfailures;
178
179 public bool m_outofBounds;
180 private float m_density = 10.000006836f; // Aluminum g/cm3;
181
182 private float m_primMass = 10.000006836f; // Aluminum g/cm3;
183
184 private byte m_shapetype;
185 private byte m_taintshapetype;
186
187 public bool _zeroFlag; // if body has been stopped
188 private bool m_lastUpdateSent;
189
190 public IntPtr Body = IntPtr.Zero;
191 public String m_primName;
192 private Vector3 _target_velocity;
193 public d.Mass pMass;
194
195 public int m_eventsubscription;
196 private CollisionEventUpdate CollisionEventsThisFrame;
197
198 private IntPtr m_linkJoint = IntPtr.Zero;
199
200 public volatile bool childPrim;
201
202 internal int m_material = (int)Material.Wood;
203
204 private IntPtr m_body = IntPtr.Zero;
205
206 // Vehicle properties ============================================================================================
207 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
208 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
209 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
210 // HOVER_TERRAIN_ONLY
211 // HOVER_GLOBAL_HEIGHT
212 // NO_DEFLECTION_UP
213 // HOVER_WATER_ONLY
214 // HOVER_UP_ONLY
215 // LIMIT_MOTOR_UP
216 // LIMIT_ROLL_ONLY
217
218 // Linear properties
219 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
220 //requested by LSL
221 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
222 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
223 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
224
225 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
226 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
227 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
228
229 //Angular properties
230 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
231
232 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
233 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
234 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
235
236 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
237 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
238 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
239
240 //Deflection properties
241 // private float m_angularDeflectionEfficiency = 0;
242 // private float m_angularDeflectionTimescale = 0;
243 // private float m_linearDeflectionEfficiency = 0;
244 // private float m_linearDeflectionTimescale = 0;
245
246 //Banking properties
247 // private float m_bankingEfficiency = 0;
248 // private float m_bankingMix = 0;
249 // private float m_bankingTimescale = 0;
250
251 //Hover and Buoyancy properties
252 private float m_VhoverHeight = 0f;
253 // private float m_VhoverEfficiency = 0f;
254 private float m_VhoverTimescale = 0f;
255 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
256 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
257 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
258 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
259 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
260
261 //Attractor properties
262 private float m_verticalAttractionEfficiency = 1.0f; // damped
263 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
264
265// SerialControl m_taintserial = null;
266 object m_taintvehicledata = null;
267
268 public void DoSetVehicle()
269 {
270 VehicleData vd = (VehicleData)m_taintvehicledata;
271
272 m_type = vd.m_type;
273 m_flags = vd.m_flags;
274
275 // Linear properties
276 m_linearMotorDirection = vd.m_linearMotorDirection;
277 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
278 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
279 m_linearMotorTimescale = vd.m_linearMotorTimescale;
280// m_linearMotorOffset = vd.m_linearMotorOffset;
281
282 //Angular properties
283 m_angularMotorDirection = vd.m_angularMotorDirection;
284 m_angularMotorTimescale = vd.m_angularMotorTimescale;
285 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
286 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
287
288 //Deflection properties
289// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
290// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
291// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
292// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
293
294 //Banking properties
295// m_bankingEfficiency = vd.m_bankingEfficiency;
296// m_bankingMix = vd.m_bankingMix;
297// m_bankingTimescale = vd.m_bankingTimescale;
298
299 //Hover and Buoyancy properties
300 m_VhoverHeight = vd.m_VhoverHeight;
301// m_VhoverEfficiency = vd.m_VhoverEfficiency;
302 m_VhoverTimescale = vd.m_VhoverTimescale;
303 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
304
305 //Attractor properties
306 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
307 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
308
309 // Axis
310// m_referenceFrame = vd.m_referenceFrame;
311
312
313 m_taintvehicledata = null;
314 }
315
316 public override void SetVehicle(object vdata)
317 {
318 m_taintvehicledata = vdata;
319 _parent_scene.AddPhysicsActorTaint(this);
320 }
321
322 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
323 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical,
324 bool pisPhantom,byte shapetype, CollisionLocker dode, uint localid)
325 {
326 m_localID = localid;
327 ode = dode;
328 if (!pos.IsFinite())
329 {
330 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
331 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
332 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
333 }
334
335 _position = pos;
336 m_taintposition = pos;
337 PID_D = parent_scene.bodyPIDD;
338 PID_G = parent_scene.bodyPIDG;
339 m_density = parent_scene.geomDefaultDensity;
340 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
341 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
342
343 prim_geom = IntPtr.Zero;
344 // prev_geom = IntPtr.Zero;
345
346 if (!pos.IsFinite())
347 {
348 size = new Vector3(0.5f, 0.5f, 0.5f);
349 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
350 }
351
352 if (size.X <= 0) size.X = 0.01f;
353 if (size.Y <= 0) size.Y = 0.01f;
354 if (size.Z <= 0) size.Z = 0.01f;
355
356 _size = size;
357 m_taintsize = _size;
358
359 if (!QuaternionIsFinite(rotation))
360 {
361 rotation = Quaternion.Identity;
362 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
363 }
364
365 _orientation = rotation;
366 m_taintrot = _orientation;
367 _mesh = mesh;
368 _pbs = pbs;
369 m_shapetype = shapetype;
370 m_taintshapetype = shapetype;
371
372 _parent_scene = parent_scene;
373 m_targetSpace = (IntPtr)0;
374
375 // if (pos.Z < 0)
376 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
377 m_isphysical = false;
378 else
379 {
380 m_isphysical = pisPhysical;
381 // If we're physical, we need to be in the master space for now.
382 // linksets *should* be in a space together.. but are not currently
383 if (m_isphysical)
384 m_targetSpace = _parent_scene.space;
385 }
386
387 m_isphantom = pisPhantom;
388 m_taintphantom = pisPhantom;
389
390 _triMeshData = IntPtr.Zero;
391 m_NoColide = false;
392
393// m_taintserial = null;
394 m_primName = primName;
395 m_taintadd = true;
396 _parent_scene.AddPhysicsActorTaint(this);
397 // don't do .add() here; old geoms get recycled with the same hash
398 }
399
400 public override int PhysicsActorType
401 {
402 get { return (int)ActorTypes.Prim; }
403 set { return; }
404 }
405
406 public override bool SetAlwaysRun
407 {
408 get { return false; }
409 set { return; }
410 }
411
412 public override uint LocalID
413 {
414 set
415 {
416 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
417 m_localID = value;
418 }
419 }
420
421 public override bool Grabbed
422 {
423 set { return; }
424 }
425
426 public override bool Selected
427 {
428 set
429 {
430 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
431 // This only makes the object not collidable if the object
432 // is physical or the object is modified somehow *IN THE FUTURE*
433 // without this, if an avatar selects prim, they can walk right
434 // through it while it's selected
435 m_collisionscore = 0;
436 if ((m_isphysical && !_zeroFlag) || !value)
437 {
438 m_taintselected = value;
439 _parent_scene.AddPhysicsActorTaint(this);
440 }
441 else
442 {
443 m_taintselected = value;
444 m_isSelected = value;
445 }
446 if (m_isSelected) disableBodySoft();
447 }
448 }
449
450 public override bool IsPhysical
451 {
452 get { return m_isphysical; }
453 set
454 {
455 m_isphysical = value;
456 if (!m_isphysical)
457 { // Zero the remembered last velocity
458 m_lastVelocity = Vector3.Zero;
459 if (m_type != Vehicle.TYPE_NONE) Halt();
460 }
461 }
462 }
463
464 public override bool IsVolumeDtc
465 {
466 set { return; }
467 get { return m_isVolumeDetect; }
468
469 }
470
471 public override bool Phantom
472 {
473 get { return m_isphantom; }
474 set
475 {
476 m_isphantom = value;
477 }
478 }
479
480 public void setPrimForRemoval()
481 {
482 m_taintremove = true;
483 }
484
485 public override bool Flying
486 {
487 // no flying prims for you
488 get { return false; }
489 set { }
490 }
491
492 public override bool IsColliding
493 {
494 get { return iscolliding; }
495 set { iscolliding = value; }
496 }
497
498 public override bool CollidingGround
499 {
500 get { return false; }
501 set { return; }
502 }
503
504 public override bool CollidingObj
505 {
506 get { return false; }
507 set { return; }
508 }
509
510 public override bool ThrottleUpdates
511 {
512 get { return m_throttleUpdates; }
513 set { m_throttleUpdates = value; }
514 }
515
516 public override bool Stopped
517 {
518 get { return _zeroFlag; }
519 }
520
521 public override Vector3 Position
522 {
523 get { return _position; }
524
525 set
526 {
527 _position = value;
528 //m_log.Info("[PHYSICS]: " + _position.ToString());
529 }
530 }
531
532 public override Vector3 Size
533 {
534 get { return _size; }
535 set
536 {
537 if (value.IsFinite())
538 {
539 _size = value;
540 }
541 else
542 {
543 m_log.Warn("[PHYSICS]: Got NaN Size on object");
544 }
545 }
546 }
547
548 public override float Mass
549 {
550 get
551 {
552 CalculateMass();
553 return m_primMass;
554 }
555 }
556
557 public override Vector3 Force
558 {
559 //get { return Vector3.Zero; }
560 get { return m_force; }
561 set
562 {
563 if (value.IsFinite())
564 {
565 m_force = value;
566 }
567 else
568 {
569 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
570 }
571 }
572 }
573
574 public override int VehicleType
575 {
576 get { return (int)m_type; }
577 set { ProcessTypeChange((Vehicle)value); }
578 }
579
580 public override void VehicleFloatParam(int param, float value)
581 {
582 ProcessFloatVehicleParam((Vehicle)param, value);
583 }
584
585 public override void VehicleVectorParam(int param, Vector3 value)
586 {
587 ProcessVectorVehicleParam((Vehicle)param, value);
588 }
589
590 public override void VehicleRotationParam(int param, Quaternion rotation)
591 {
592 ProcessRotationVehicleParam((Vehicle)param, rotation);
593 }
594
595 public override void VehicleFlags(int param, bool remove)
596 {
597 ProcessVehicleFlags(param, remove);
598 }
599
600 public override void SetVolumeDetect(int param)
601 {
602 lock (_parent_scene.OdeLock)
603 {
604 m_isVolumeDetect = (param != 0);
605 }
606 }
607
608
609 public override Vector3 CenterOfMass
610 {
611 get { return Vector3.Zero; }
612 }
613
614 public override Vector3 GeometricCenter
615 {
616 get { return Vector3.Zero; }
617 }
618
619 public override PrimitiveBaseShape Shape
620 {
621 set
622 {
623 _pbs = value;
624 m_taintshape = true;
625 }
626 }
627
628 public override byte PhysicsShapeType
629 {
630 get
631 {
632 return m_shapetype;
633 }
634 set
635 {
636 m_taintshapetype = value;
637 _parent_scene.AddPhysicsActorTaint(this);
638 }
639 }
640
641 public override Vector3 Velocity
642 {
643 get
644 {
645 // Averate previous velocity with the new one so
646 // client object interpolation works a 'little' better
647 if (_zeroFlag)
648 return Vector3.Zero;
649
650 Vector3 returnVelocity = Vector3.Zero;
651 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
652 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
653 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
654 return returnVelocity;
655 }
656 set
657 {
658 if (value.IsFinite())
659 {
660 _velocity = value;
661 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
662 _acceleration = Vector3.Zero;
663
664 m_taintVelocity = value;
665 _parent_scene.AddPhysicsActorTaint(this);
666 }
667 else
668 {
669 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
670 }
671
672 }
673 }
674
675 public override Vector3 Torque
676 {
677 get
678 {
679 if (!m_isphysical || Body == IntPtr.Zero)
680 return Vector3.Zero;
681
682 return _torque;
683 }
684
685 set
686 {
687 if (value.IsFinite())
688 {
689 m_taintTorque = value;
690 _parent_scene.AddPhysicsActorTaint(this);
691 }
692 else
693 {
694 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
695 }
696 }
697 }
698
699 public override float CollisionScore
700 {
701 get { return m_collisionscore; }
702 set { m_collisionscore = value; }
703 }
704
705 public override bool Kinematic
706 {
707 get { return false; }
708 set { }
709 }
710
711 public override Quaternion Orientation
712 {
713 get { return _orientation; }
714 set
715 {
716 if (QuaternionIsFinite(value))
717 {
718 _orientation = value;
719 }
720 else
721 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
722
723 }
724 }
725
726 public override bool FloatOnWater
727 {
728 set
729 {
730 m_taintCollidesWater = value;
731 _parent_scene.AddPhysicsActorTaint(this);
732 }
733 }
734
735 public override void SetMomentum(Vector3 momentum)
736 {
737 }
738
739 public override Vector3 PIDTarget
740 {
741 set
742 {
743 if (value.IsFinite())
744 {
745 m_PIDTarget = value;
746 }
747 else
748 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
749 }
750 }
751 public override bool PIDActive { set { m_usePID = value; } }
752 public override float PIDTau { set { m_PIDTau = value; } }
753
754 // For RotLookAt
755 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
756 public override bool APIDActive { set { m_useAPID = value; } }
757 public override float APIDStrength { set { m_APIDStrength = value; } }
758 public override float APIDDamping { set { m_APIDDamping = value; } }
759
760 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
761 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
762 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
763 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
764
765 internal static bool QuaternionIsFinite(Quaternion q)
766 {
767 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
768 return false;
769 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
770 return false;
771 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
772 return false;
773 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
774 return false;
775 return true;
776 }
777
778 public override Vector3 Acceleration // client updates read data via here
779 {
780 get
781 {
782 if (_zeroFlag)
783 {
784 return Vector3.Zero;
785 }
786 return _acceleration;
787 }
788 set { _acceleration = value; }
789 }
790
791
792 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
793 {
794 _acceleration = accel;
795 }
796
797 public override void AddForce(Vector3 force, bool pushforce)
798 {
799 if (force.IsFinite())
800 {
801 lock (m_forcelist)
802 m_forcelist.Add(force);
803
804 m_taintforce = true;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
809 }
810 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
811 }
812
813 public override void AddAngularForce(Vector3 force, bool pushforce)
814 {
815 if (force.IsFinite())
816 {
817 m_angularforcelist.Add(force);
818 m_taintaddangularforce = true;
819 }
820 else
821 {
822 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
823 }
824 }
825
826 public override Vector3 RotationalVelocity
827 {
828 get
829 {
830 return m_rotationalVelocity;
831 }
832 set
833 {
834 if (value.IsFinite())
835 {
836 m_rotationalVelocity = value;
837 }
838 else
839 {
840 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
841 }
842 }
843 }
844
845 public override void CrossingFailure()
846 {
847 if (m_outofBounds)
848 {
849 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
850 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
851 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
852 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
853
854 m_lastposition = _position;
855
856 _velocity = Vector3.Zero;
857 m_lastVelocity = _velocity;
858
859
860 if (m_type != Vehicle.TYPE_NONE)
861 Halt();
862
863 d.BodySetLinearVel(Body, 0, 0, 0);
864 base.RequestPhysicsterseUpdate();
865 m_outofBounds = false;
866 }
867 /*
868 int tmp = Interlocked.Increment(ref m_crossingfailures);
869 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
870 {
871 base.RaiseOutOfBounds(_position);
872 return;
873 }
874 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
875 {
876 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
877 }
878 */
879 }
880
881 public override float Buoyancy
882 {
883 get { return m_buoyancy; }
884 set { m_buoyancy = value; }
885 }
886
887 public override void link(PhysicsActor obj)
888 {
889 m_taintparent = obj;
890 }
891
892 public override void delink()
893 {
894 m_taintparent = null;
895 }
896
897 public override void LockAngularMotion(Vector3 axis)
898 {
899 // This is actually ROTATION ENABLE, not a lock.
900 // default is <1,1,1> which is all enabled.
901 // The lock value is updated inside Move(), no point in using the taint system.
902 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
903 if (axis.IsFinite())
904 {
905 axis.X = (axis.X > 0) ? 1f : 0f;
906 axis.Y = (axis.Y > 0) ? 1f : 0f;
907 axis.Z = (axis.Z > 0) ? 1f : 0f;
908 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
909 m_rotateEnableRequest = axis;
910 m_rotateEnableUpdate = true;
911 }
912 else
913 {
914 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
915 }
916 }
917
918 public void SetGeom(IntPtr geom)
919 {
920 if (prim_geom != IntPtr.Zero)
921 {
922 // Remove any old entries
923 //string tPA;
924 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
925 //Console.WriteLine("**** Remove {0}", tPA);
926 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
927 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
928 d.GeomDestroy(prim_geom);
929 }
930
931 prim_geom = geom;
932 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
933 if (prim_geom != IntPtr.Zero)
934 {
935 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
936 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
937 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
938 if (m_NoColide)
939 {
940 d.GeomSetCategoryBits(prim_geom, 0);
941 if (m_isphysical && !m_isVolumeDetect)
942 {
943 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
944 }
945 else
946 {
947 d.GeomSetCollideBits(prim_geom, 0);
948 d.GeomDisable(prim_geom);
949 }
950 }
951 else
952 {
953 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
954 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
955 }
956 }
957
958 if (childPrim)
959 {
960 if (_parent != null && _parent is OdePrim)
961 {
962 OdePrim parent = (OdePrim)_parent;
963 //Console.WriteLine("SetGeom calls ChildSetGeom");
964 parent.ChildSetGeom(this);
965 }
966 }
967 //m_log.Warn("Setting Geom to: " + prim_geom);
968 }
969
970 public void enableBodySoft()
971 {
972 if (!childPrim)
973 {
974 if (m_isphysical && Body != IntPtr.Zero)
975 {
976 d.BodyEnable(Body);
977 if (m_type != Vehicle.TYPE_NONE)
978 Enable(Body, _parent_scene);
979 }
980
981 m_disabled = false;
982 }
983 }
984
985 public void disableBodySoft()
986 {
987 m_disabled = true;
988
989 if (m_isphysical && Body != IntPtr.Zero)
990 {
991 d.BodyDisable(Body);
992 Halt();
993 }
994 }
995
996 public void enableBody()
997 {
998 // Don't enable this body if we're a child prim
999 // this should be taken care of in the parent function not here
1000 if (!childPrim)
1001 {
1002 // Sets the geom to a body
1003 Body = d.BodyCreate(_parent_scene.world);
1004
1005 setMass();
1006 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1007 d.Quaternion myrot = new d.Quaternion();
1008 myrot.X = _orientation.X;
1009 myrot.Y = _orientation.Y;
1010 myrot.Z = _orientation.Z;
1011 myrot.W = _orientation.W;
1012 d.BodySetQuaternion(Body, ref myrot);
1013 d.GeomSetBody(prim_geom, Body);
1014
1015 m_collisionCategories |= CollisionCategories.Body;
1016 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1017
1018 if (m_NoColide)
1019 {
1020 d.GeomSetCategoryBits(prim_geom, 0);
1021 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1022 }
1023 else
1024 {
1025 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1026 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1027 }
1028
1029 d.BodySetAutoDisableFlag(Body, true);
1030 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1031
1032 // disconnect from world gravity so we can apply buoyancy
1033 d.BodySetGravityMode(Body, false);
1034
1035 m_interpenetrationcount = 0;
1036 m_collisionscore = 0;
1037 m_disabled = false;
1038
1039 if (m_type != Vehicle.TYPE_NONE)
1040 {
1041 Enable(Body, _parent_scene);
1042 }
1043
1044 _parent_scene.addActivePrim(this);
1045 }
1046 }
1047
1048 #region Mass Calculation
1049
1050 private float CalculateMass()
1051 {
1052 float volume = _size.X * _size.Y * _size.Z; // default
1053 float tmp;
1054
1055 float returnMass = 0;
1056 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1057 float hollowVolume = hollowAmount * hollowAmount;
1058
1059 switch (_pbs.ProfileShape)
1060 {
1061 case ProfileShape.Square:
1062 // default box
1063
1064 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1065 {
1066 if (hollowAmount > 0.0)
1067 {
1068 switch (_pbs.HollowShape)
1069 {
1070 case HollowShape.Square:
1071 case HollowShape.Same:
1072 break;
1073
1074 case HollowShape.Circle:
1075
1076 hollowVolume *= 0.78539816339f;
1077 break;
1078
1079 case HollowShape.Triangle:
1080
1081 hollowVolume *= (0.5f * .5f);
1082 break;
1083
1084 default:
1085 hollowVolume = 0;
1086 break;
1087 }
1088 volume *= (1.0f - hollowVolume);
1089 }
1090 }
1091
1092 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1093 {
1094 //a tube
1095
1096 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1097 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1098 volume -= volume * tmp * tmp;
1099
1100 if (hollowAmount > 0.0)
1101 {
1102 hollowVolume *= hollowAmount;
1103
1104 switch (_pbs.HollowShape)
1105 {
1106 case HollowShape.Square:
1107 case HollowShape.Same:
1108 break;
1109
1110 case HollowShape.Circle:
1111 hollowVolume *= 0.78539816339f; ;
1112 break;
1113
1114 case HollowShape.Triangle:
1115 hollowVolume *= 0.5f * 0.5f;
1116 break;
1117 default:
1118 hollowVolume = 0;
1119 break;
1120 }
1121 volume *= (1.0f - hollowVolume);
1122 }
1123 }
1124
1125 break;
1126
1127 case ProfileShape.Circle:
1128
1129 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1130 {
1131 volume *= 0.78539816339f; // elipse base
1132
1133 if (hollowAmount > 0.0)
1134 {
1135 switch (_pbs.HollowShape)
1136 {
1137 case HollowShape.Same:
1138 case HollowShape.Circle:
1139 break;
1140
1141 case HollowShape.Square:
1142 hollowVolume *= 0.5f * 2.5984480504799f;
1143 break;
1144
1145 case HollowShape.Triangle:
1146 hollowVolume *= .5f * 1.27323954473516f;
1147 break;
1148
1149 default:
1150 hollowVolume = 0;
1151 break;
1152 }
1153 volume *= (1.0f - hollowVolume);
1154 }
1155 }
1156
1157 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1158 {
1159 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1160 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1161 volume *= (1.0f - tmp * tmp);
1162
1163 if (hollowAmount > 0.0)
1164 {
1165
1166 // calculate the hollow volume by it's shape compared to the prim shape
1167 hollowVolume *= hollowAmount;
1168
1169 switch (_pbs.HollowShape)
1170 {
1171 case HollowShape.Same:
1172 case HollowShape.Circle:
1173 break;
1174
1175 case HollowShape.Square:
1176 hollowVolume *= 0.5f * 2.5984480504799f;
1177 break;
1178
1179 case HollowShape.Triangle:
1180 hollowVolume *= .5f * 1.27323954473516f;
1181 break;
1182
1183 default:
1184 hollowVolume = 0;
1185 break;
1186 }
1187 volume *= (1.0f - hollowVolume);
1188 }
1189 }
1190 break;
1191
1192 case ProfileShape.HalfCircle:
1193 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1194 {
1195 volume *= 0.52359877559829887307710723054658f;
1196 }
1197 break;
1198
1199 case ProfileShape.EquilateralTriangle:
1200
1201 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1202 {
1203 volume *= 0.32475953f;
1204
1205 if (hollowAmount > 0.0)
1206 {
1207
1208 // calculate the hollow volume by it's shape compared to the prim shape
1209 switch (_pbs.HollowShape)
1210 {
1211 case HollowShape.Same:
1212 case HollowShape.Triangle:
1213 hollowVolume *= .25f;
1214 break;
1215
1216 case HollowShape.Square:
1217 hollowVolume *= 0.499849f * 3.07920140172638f;
1218 break;
1219
1220 case HollowShape.Circle:
1221 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1222 // Cyllinder hollow volume calculation
1223
1224 hollowVolume *= 0.1963495f * 3.07920140172638f;
1225 break;
1226
1227 default:
1228 hollowVolume = 0;
1229 break;
1230 }
1231 volume *= (1.0f - hollowVolume);
1232 }
1233 }
1234 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1235 {
1236 volume *= 0.32475953f;
1237 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1238 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1239 volume *= (1.0f - tmp * tmp);
1240
1241 if (hollowAmount > 0.0)
1242 {
1243
1244 hollowVolume *= hollowAmount;
1245
1246 switch (_pbs.HollowShape)
1247 {
1248 case HollowShape.Same:
1249 case HollowShape.Triangle:
1250 hollowVolume *= .25f;
1251 break;
1252
1253 case HollowShape.Square:
1254 hollowVolume *= 0.499849f * 3.07920140172638f;
1255 break;
1256
1257 case HollowShape.Circle:
1258
1259 hollowVolume *= 0.1963495f * 3.07920140172638f;
1260 break;
1261
1262 default:
1263 hollowVolume = 0;
1264 break;
1265 }
1266 volume *= (1.0f - hollowVolume);
1267 }
1268 }
1269 break;
1270
1271 default:
1272 break;
1273 }
1274
1275
1276
1277 float taperX1;
1278 float taperY1;
1279 float taperX;
1280 float taperY;
1281 float pathBegin;
1282 float pathEnd;
1283 float profileBegin;
1284 float profileEnd;
1285
1286 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1287 {
1288 taperX1 = _pbs.PathScaleX * 0.01f;
1289 if (taperX1 > 1.0f)
1290 taperX1 = 2.0f - taperX1;
1291 taperX = 1.0f - taperX1;
1292
1293 taperY1 = _pbs.PathScaleY * 0.01f;
1294 if (taperY1 > 1.0f)
1295 taperY1 = 2.0f - taperY1;
1296 taperY = 1.0f - taperY1;
1297 }
1298 else
1299 {
1300 taperX = _pbs.PathTaperX * 0.01f;
1301 if (taperX < 0.0f)
1302 taperX = -taperX;
1303 taperX1 = 1.0f - taperX;
1304
1305 taperY = _pbs.PathTaperY * 0.01f;
1306 if (taperY < 0.0f)
1307 taperY = -taperY;
1308 taperY1 = 1.0f - taperY;
1309
1310 }
1311
1312
1313 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1314
1315 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1316 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1317 volume *= (pathEnd - pathBegin);
1318
1319 // this is crude aproximation
1320 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1321 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1322 volume *= (profileEnd - profileBegin);
1323
1324 returnMass = m_density * volume;
1325
1326 if (returnMass <= 0)
1327 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1328 // else if (returnMass > _parent_scene.maximumMassObject)
1329 // returnMass = _parent_scene.maximumMassObject;
1330
1331
1332
1333 m_primMass = returnMass;
1334 if (m_primMass > _parent_scene.maximumMassObject)
1335 m_primMass = _parent_scene.maximumMassObject;
1336
1337 // Recursively calculate mass
1338 bool HasChildPrim = false;
1339 lock (childrenPrim)
1340 {
1341 if (childrenPrim.Count > 0)
1342 {
1343 HasChildPrim = true;
1344 }
1345
1346 }
1347 if (HasChildPrim)
1348 {
1349 OdePrim[] childPrimArr = new OdePrim[0];
1350
1351 lock (childrenPrim)
1352 childPrimArr = childrenPrim.ToArray();
1353
1354 for (int i = 0; i < childPrimArr.Length; i++)
1355 {
1356 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1357 returnMass += childPrimArr[i].CalculateMass();
1358 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1359 if (i > 256)
1360 break;
1361 }
1362 }
1363 if (returnMass > _parent_scene.maximumMassObject)
1364 returnMass = _parent_scene.maximumMassObject;
1365 return returnMass;
1366 }// end CalculateMass
1367
1368 #endregion
1369
1370 public void setMass()
1371 {
1372 if (Body != (IntPtr)0)
1373 {
1374 float newmass = CalculateMass();
1375
1376 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1377
1378 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1379 d.BodySetMass(Body, ref pMass);
1380 }
1381 }
1382
1383
1384 private void UpdateDataFromGeom()
1385 {
1386 if (prim_geom != IntPtr.Zero)
1387 {
1388 d.Quaternion qtmp;
1389 d.GeomCopyQuaternion(prim_geom, out qtmp);
1390 _orientation.W = qtmp.W;
1391 _orientation.X = qtmp.X;
1392 _orientation.Y = qtmp.Y;
1393 _orientation.Z = qtmp.Z;
1394
1395 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
1396 _position.X = lpos.X;
1397 _position.Y = lpos.Y;
1398 _position.Z = lpos.Z;
1399 }
1400 }
1401
1402 public void disableBody()
1403 {
1404 //this kills the body so things like 'mesh' can re-create it.
1405 lock (this)
1406 {
1407 if (!childPrim)
1408 {
1409 if (Body != IntPtr.Zero)
1410 {
1411 _parent_scene.remActivePrim(this);
1412 m_collisionCategories &= ~CollisionCategories.Body;
1413 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1414
1415 if (prim_geom != IntPtr.Zero)
1416 {
1417 if (m_NoColide)
1418 {
1419 d.GeomSetCategoryBits(prim_geom, 0);
1420 d.GeomSetCollideBits(prim_geom, 0);
1421 d.GeomDisable(prim_geom);
1422 }
1423 else
1424 {
1425 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1426 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1427 }
1428 }
1429
1430 UpdateDataFromGeom();
1431
1432 lock (childrenPrim)
1433 {
1434 if (childrenPrim.Count > 0)
1435 {
1436 foreach (OdePrim prm in childrenPrim)
1437 {
1438 if (prm.prim_geom != IntPtr.Zero)
1439 {
1440 if (prm.m_NoColide)
1441 {
1442 d.GeomSetCategoryBits(prm.prim_geom, 0);
1443 d.GeomSetCollideBits(prm.prim_geom, 0);
1444 d.GeomDisable(prm.prim_geom);
1445
1446 }
1447 prm.UpdateDataFromGeom();
1448 }
1449 _parent_scene.remActivePrim(prm);
1450 prm.Body = IntPtr.Zero;
1451 }
1452 }
1453 }
1454 d.BodyDestroy(Body);
1455 Body = IntPtr.Zero;
1456 }
1457 }
1458 else
1459 {
1460 _parent_scene.remActivePrim(this);
1461
1462 m_collisionCategories &= ~CollisionCategories.Body;
1463 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1464
1465 if (prim_geom != IntPtr.Zero)
1466 {
1467 if (m_NoColide)
1468 {
1469 d.GeomSetCategoryBits(prim_geom, 0);
1470 d.GeomSetCollideBits(prim_geom, 0);
1471 d.GeomDisable(prim_geom);
1472 }
1473 else
1474 {
1475 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1476 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1477 }
1478 }
1479
1480 Body = IntPtr.Zero;
1481 }
1482 }
1483 m_disabled = true;
1484 m_collisionscore = 0;
1485 }
1486
1487// private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1488
1489 public bool setMesh(OdeScene parent_scene, IMesh mesh)
1490 {
1491 //Kill Body so that mesh can re-make the geom
1492 if (IsPhysical && Body != IntPtr.Zero)
1493 {
1494 if (childPrim)
1495 {
1496 if (_parent != null)
1497 {
1498 OdePrim parent = (OdePrim)_parent;
1499 parent.ChildDelink(this);
1500 }
1501 }
1502 else
1503 {
1504 disableBody();
1505 }
1506 }
1507
1508 IntPtr vertices, indices;
1509 int vertexCount, indexCount;
1510 int vertexStride, triStride;
1511 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1512 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1513
1514 // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid
1515 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1516
1517 if (vertexCount == 0 || indexCount == 0)
1518 {
1519 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}", Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1520 return false;
1521 }
1522
1523 IntPtr geo = IntPtr.Zero;
1524 try
1525 {
1526 _triMeshData = d.GeomTriMeshDataCreate();
1527 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1528 d.GeomTriMeshDataPreprocess(_triMeshData);
1529
1530 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1531
1532 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1533 }
1534 catch (Exception e)
1535 {
1536 m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message);
1537
1538 if (_triMeshData != IntPtr.Zero)
1539 {
1540 d.GeomTriMeshDataDestroy(_triMeshData);
1541 _triMeshData = IntPtr.Zero;
1542 }
1543 return false;
1544 }
1545
1546 SetGeom(geo);
1547
1548 return true;
1549 }
1550
1551 public void ProcessTaints(float timestep) //=============================================================================
1552 {
1553 if (m_taintadd)
1554 {
1555 changeadd(timestep);
1556 }
1557
1558 if (m_taintremove)
1559 return;
1560
1561 if (prim_geom != IntPtr.Zero)
1562 {
1563 if (!_position.ApproxEquals(m_taintposition, 0f))
1564 {
1565 changemove(timestep);
1566 }
1567 if (m_taintrot != _orientation)
1568 {
1569 if (childPrim && IsPhysical) // For physical child prim...
1570 {
1571 rotate(timestep);
1572 // KF: ODE will also rotate the parent prim!
1573 // so rotate the root back to where it was
1574 OdePrim parent = (OdePrim)_parent;
1575 parent.rotate(timestep);
1576 }
1577 else
1578 {
1579 //Just rotate the prim
1580 rotate(timestep);
1581 }
1582 }
1583 //
1584 if (m_taintphantom != m_isphantom )
1585 {
1586 changePhantomStatus();
1587 }//
1588
1589 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1590 {
1591 changePhysicsStatus(timestep);
1592 }//
1593
1594
1595 if (!_size.ApproxEquals(m_taintsize, 0f))
1596 changesize(timestep);
1597 //
1598
1599 if(m_taintshapetype != m_shapetype)
1600 {
1601 m_shapetype = m_taintshapetype;
1602 changeshape(timestep);
1603 }
1604
1605 if (m_taintshape)
1606 changeshape(timestep);
1607 //
1608
1609 if (m_taintforce)
1610 changeAddForce(timestep);
1611
1612 if (m_taintaddangularforce)
1613 changeAddAngularForce(timestep);
1614
1615 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1616 changeSetTorque(timestep);
1617
1618 if (m_taintdisable)
1619 changedisable(timestep);
1620
1621 if (m_taintselected != m_isSelected)
1622 changeSelectedStatus();
1623
1624 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1625 changevelocity(timestep);
1626
1627 if (m_taintparent != _parent)
1628 changelink(timestep);
1629
1630 if (m_taintCollidesWater != m_collidesWater)
1631 changefloatonwater(timestep);
1632
1633 if (m_taintvehicledata != null)
1634 DoSetVehicle();
1635
1636 /* obsolete
1637 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1638 changeAngularLock(timestep);
1639 */
1640 }
1641
1642 else
1643 {
1644 m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom");
1645
1646 // not sure this will not flame...
1647 m_taintremove = true;
1648 _parent_scene.AddPhysicsActorTaint(this);
1649 }
1650
1651 }
1652
1653 private void changelink(float timestep)
1654 {
1655 // If the newly set parent is not null
1656 // create link
1657 if (_parent == null && m_taintparent != null)
1658 {
1659 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1660 {
1661 OdePrim obj = (OdePrim)m_taintparent;
1662 obj.ParentPrim(this);
1663 }
1664 }
1665 // If the newly set parent is null
1666 // destroy link
1667 else if (_parent != null && m_taintparent == null)
1668 {
1669 if (_parent is OdePrim)
1670 {
1671 OdePrim obj = (OdePrim)_parent;
1672 obj.ChildDelink(this);
1673 childPrim = false;
1674 }
1675 }
1676
1677 _parent = m_taintparent;
1678 m_taintPhysics = m_isphysical;
1679 }
1680
1681 // I'm the parent
1682 // prim is the child
1683 public void ParentPrim(OdePrim prim)
1684 {
1685 if (this.m_localID != prim.m_localID)
1686 {
1687 if (Body == IntPtr.Zero)
1688 {
1689 Body = d.BodyCreate(_parent_scene.world);
1690 // disconnect from world gravity so we can apply buoyancy
1691 d.BodySetGravityMode(Body, false);
1692
1693 setMass();
1694 }
1695 if (Body != IntPtr.Zero)
1696 {
1697 lock (childrenPrim)
1698 {
1699 if (!childrenPrim.Contains(prim))
1700 {
1701 childrenPrim.Add(prim);
1702
1703 foreach (OdePrim prm in childrenPrim)
1704 {
1705 d.Mass m2;
1706 d.MassSetZero(out m2);
1707 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1708
1709
1710 d.Quaternion quat = new d.Quaternion();
1711 quat.W = prm._orientation.W;
1712 quat.X = prm._orientation.X;
1713 quat.Y = prm._orientation.Y;
1714 quat.Z = prm._orientation.Z;
1715
1716 d.Matrix3 mat = new d.Matrix3();
1717 d.RfromQ(out mat, ref quat);
1718 d.MassRotate(ref m2, ref mat);
1719 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1720 d.MassAdd(ref pMass, ref m2);
1721 }
1722 foreach (OdePrim prm in childrenPrim)
1723 {
1724 if (m_isphantom && !prm.m_isVolumeDetect)
1725 {
1726 prm.m_collisionCategories = 0;
1727 prm.m_collisionFlags = CollisionCategories.Land;
1728 }
1729 else
1730 {
1731 prm.m_collisionCategories |= CollisionCategories.Body;
1732 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1733 }
1734 if (prm.prim_geom == IntPtr.Zero)
1735 {
1736 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1737 continue;
1738 }
1739
1740 if (prm.m_NoColide)
1741 {
1742 d.GeomSetCategoryBits(prm.prim_geom, 0);
1743 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1744 }
1745 else
1746 {
1747 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1748 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1749 }
1750
1751 d.Quaternion quat = new d.Quaternion();
1752 quat.W = prm._orientation.W;
1753 quat.X = prm._orientation.X;
1754 quat.Y = prm._orientation.Y;
1755 quat.Z = prm._orientation.Z;
1756
1757 d.Matrix3 mat = new d.Matrix3();
1758 d.RfromQ(out mat, ref quat);
1759 if (Body != IntPtr.Zero)
1760 {
1761 d.GeomSetBody(prm.prim_geom, Body);
1762 prm.childPrim = true;
1763 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
1764 //d.GeomSetOffsetPosition(prim.prim_geom,
1765 // (Position.X - prm.Position.X) - pMass.c.X,
1766 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1767 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1768 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1769 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1770 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1771 d.BodySetMass(Body, ref pMass);
1772 }
1773 else
1774 {
1775 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1776 }
1777
1778 prm.m_interpenetrationcount = 0;
1779 prm.m_collisionscore = 0;
1780 prm.m_disabled = false;
1781
1782 prm.Body = Body;
1783
1784 _parent_scene.addActivePrim(prm);
1785 }
1786
1787 if (m_isphantom && !m_isVolumeDetect)
1788 {
1789 m_collisionCategories = 0;
1790 m_collisionFlags = CollisionCategories.Land;
1791 }
1792 else
1793 {
1794 m_collisionCategories |= CollisionCategories.Body;
1795 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1796 }
1797
1798 if (m_NoColide)
1799 {
1800 d.GeomSetCategoryBits(prim_geom, 0);
1801 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1802 }
1803 else
1804 {
1805 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1806 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1807 }
1808
1809 d.Quaternion quat2 = new d.Quaternion();
1810 quat2.W = _orientation.W;
1811 quat2.X = _orientation.X;
1812 quat2.Y = _orientation.Y;
1813 quat2.Z = _orientation.Z;
1814
1815 d.Matrix3 mat2 = new d.Matrix3();
1816 d.RfromQ(out mat2, ref quat2);
1817 d.GeomSetBody(prim_geom, Body);
1818 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1819 //d.GeomSetOffsetPosition(prim.prim_geom,
1820 // (Position.X - prm.Position.X) - pMass.c.X,
1821 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1822 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1823 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1824 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1825 d.BodySetMass(Body, ref pMass);
1826
1827 d.BodySetAutoDisableFlag(Body, true);
1828 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1829
1830 m_interpenetrationcount = 0;
1831 m_collisionscore = 0;
1832 m_disabled = false;
1833
1834 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1835 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1836
1837 _parent_scene.addActivePrim(this);
1838 }
1839 }
1840 }
1841 }
1842 }
1843
1844 private void ChildSetGeom(OdePrim odePrim)
1845 {
1846 lock (childrenPrim)
1847 {
1848 foreach (OdePrim prm in childrenPrim)
1849 {
1850 prm.disableBody();
1851 }
1852 }
1853 disableBody();
1854
1855 if (Body != IntPtr.Zero)
1856 {
1857 _parent_scene.remActivePrim(this);
1858 }
1859
1860 lock (childrenPrim)
1861 {
1862 foreach (OdePrim prm in childrenPrim)
1863 {
1864 ParentPrim(prm);
1865 }
1866 }
1867 }
1868
1869 private void ChildDelink(OdePrim odePrim)
1870 {
1871 // Okay, we have a delinked child.. need to rebuild the body.
1872 lock (childrenPrim)
1873 {
1874 foreach (OdePrim prm in childrenPrim)
1875 {
1876 prm.childPrim = true;
1877 prm.disableBody();
1878 }
1879 }
1880 disableBody();
1881
1882 lock (childrenPrim)
1883 {
1884 childrenPrim.Remove(odePrim);
1885 }
1886
1887 if (Body != IntPtr.Zero)
1888 {
1889 _parent_scene.remActivePrim(this);
1890 }
1891
1892 lock (childrenPrim)
1893 {
1894 foreach (OdePrim prm in childrenPrim)
1895 {
1896 ParentPrim(prm);
1897 }
1898 }
1899 }
1900
1901 private void changePhantomStatus()
1902 {
1903 m_taintphantom = m_isphantom;
1904 changeSelectedStatus();
1905 }
1906
1907/* not in use
1908 private void SetCollider()
1909 {
1910 SetCollider(m_isSelected, m_isphysical, m_isphantom, m_isSelected);
1911 }
1912
1913 private void SetCollider(bool sel, bool phys, bool phan, bool vdtc)
1914 {
1915 if (sel)
1916 {
1917 m_collisionCategories = CollisionCategories.Selected;
1918 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1919 }
1920 else
1921 {
1922 if (phan && !vdtc)
1923 {
1924 m_collisionCategories = 0;
1925 if (phys)
1926 m_collisionFlags = CollisionCategories.Land;
1927 else
1928 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1929 }
1930 else
1931 {
1932 m_collisionCategories = CollisionCategories.Geom;
1933 if (phys)
1934 m_collisionCategories |= CollisionCategories.Body;
1935
1936 m_collisionFlags = m_default_collisionFlags;
1937
1938 if (m_collidesLand)
1939 m_collisionFlags |= CollisionCategories.Land;
1940 if (m_collidesWater)
1941 m_collisionFlags |= CollisionCategories.Water;
1942 }
1943 }
1944
1945 if (prim_geom != IntPtr.Zero)
1946 {
1947 if (m_NoColide)
1948 {
1949 d.GeomSetCategoryBits(prim_geom, 0);
1950 if (phys)
1951 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1952 else
1953 {
1954 d.GeomSetCollideBits(prim_geom, 0);
1955 d.GeomDisable(prim_geom);
1956 }
1957 }
1958 else
1959 {
1960 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1961 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1962 }
1963 }
1964 }
1965*/
1966
1967 private void changeSelectedStatus()
1968 {
1969 if (m_taintselected)
1970 {
1971 m_collisionCategories = CollisionCategories.Selected;
1972 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1973
1974 // We do the body disable soft twice because 'in theory' a collision could have happened
1975 // in between the disabling and the collision properties setting
1976 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1977 // through the ground.
1978
1979 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1980 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1981 // so that causes the selected part to wake up and continue moving.
1982
1983 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1984 // assembly will stop simulating during the selection, because of the lack of atomicity
1985 // of select operations (their processing could be interrupted by a thread switch, causing
1986 // simulation to continue before all of the selected object notifications trickle down to
1987 // the physics engine).
1988
1989 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1990 // selected and disabled. then, due to a thread switch, the selection processing is
1991 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1992 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1993 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1994 // up, start simulating again, which in turn wakes up the last 50.
1995
1996 if (m_isphysical)
1997 {
1998 disableBodySoft();
1999 }
2000
2001 if (prim_geom != IntPtr.Zero)
2002 {
2003 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2004 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2005 if (m_NoColide)
2006 d.GeomDisable(prim_geom);
2007 }
2008
2009 if (m_isphysical)
2010 {
2011 disableBodySoft();
2012 }
2013 if (Body != IntPtr.Zero)
2014 {
2015 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2016 d.BodySetForce(Body, 0f, 0f, 0f);
2017 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2018 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2019 }
2020 }
2021 else
2022 {
2023 if (m_isphantom && !m_isVolumeDetect)
2024 {
2025 m_collisionCategories = 0;
2026 if (m_isphysical)
2027 m_collisionFlags = CollisionCategories.Land;
2028 else
2029 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
2030 }
2031 else
2032 {
2033 m_collisionCategories = CollisionCategories.Geom;
2034 if (m_isphysical)
2035 m_collisionCategories |= CollisionCategories.Body;
2036
2037 m_collisionFlags = m_default_collisionFlags;
2038
2039 if (m_collidesLand)
2040 m_collisionFlags |= CollisionCategories.Land;
2041 if (m_collidesWater)
2042 m_collisionFlags |= CollisionCategories.Water;
2043 }
2044
2045 if (prim_geom != IntPtr.Zero)
2046 {
2047 if (m_NoColide)
2048 {
2049 d.GeomSetCategoryBits(prim_geom, 0);
2050 if (m_isphysical)
2051 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2052 else
2053 {
2054 d.GeomSetCollideBits(prim_geom, 0);
2055 d.GeomDisable(prim_geom);
2056 }
2057 }
2058 else
2059 {
2060 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2061 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2062 }
2063 }
2064 if (Body != IntPtr.Zero)
2065 {
2066 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2067 d.BodySetForce(Body, 0f, 0f, 0f);
2068 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2069 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2070 }
2071
2072 if (m_isphysical)
2073 {
2074 if (Body != IntPtr.Zero)
2075 {
2076 enableBodySoft();
2077 }
2078 }
2079 }
2080
2081 resetCollisionAccounting();
2082 m_isSelected = m_taintselected;
2083 }//end changeSelectedStatus
2084
2085 public void ResetTaints()
2086 {
2087 m_taintposition = _position;
2088 m_taintrot = _orientation;
2089 m_taintPhysics = m_isphysical;
2090 m_taintselected = m_isSelected;
2091 m_taintsize = _size;
2092 m_taintshape = false;
2093 m_taintforce = false;
2094 m_taintdisable = false;
2095 m_taintVelocity = Vector3.Zero;
2096 }
2097
2098 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
2099 {
2100 bool gottrimesh = false;
2101
2102 m_NoColide = false; // assume all will go well
2103
2104 if (_triMeshData != IntPtr.Zero)
2105 {
2106 d.GeomTriMeshDataDestroy(_triMeshData);
2107 _triMeshData = IntPtr.Zero;
2108 }
2109
2110 if (_mesh != null)
2111 {
2112 gottrimesh = setMesh(_parent_scene, _mesh);
2113 if (!gottrimesh)
2114 {
2115 // getting a mesh failed,
2116 // lets go on having a basic box or sphere, with prim size but not coliding
2117 // physical colides with land, non with nothing
2118
2119 m_NoColide = true;
2120 }
2121 }
2122
2123 if (!gottrimesh)
2124 { // we will have a basic box or sphere
2125 IntPtr geo = IntPtr.Zero;
2126
2127 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
2128 && _size.X == _size.Y && _size.X == _size.Z)
2129 {
2130 // its a sphere
2131 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2132 try
2133 {
2134 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
2135 }
2136 catch (Exception e)
2137 {
2138 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2139 geo = IntPtr.Zero;
2140 ode.dunlock(_parent_scene.world);
2141 }
2142 }
2143 else // make it a box
2144 {
2145 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2146 try
2147 {
2148 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
2149 }
2150 catch (Exception e)
2151 {
2152 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2153 geo = IntPtr.Zero;
2154 ode.dunlock(_parent_scene.world);
2155 }
2156 }
2157
2158 if (geo == IntPtr.Zero) // if this happens it must be fixed
2159 {
2160 // if it does lets stop what we can
2161 // not sure this will not flame...
2162
2163 m_taintremove = true;
2164 _parent_scene.AddPhysicsActorTaint(this);
2165 return;
2166 }
2167
2168 SetGeom(geo); // this processes the m_NoColide
2169 }
2170 }
2171
2172 public void changeadd(float timestep)
2173 {
2174 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2175 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2176
2177 if (targetspace == IntPtr.Zero)
2178 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2179
2180 m_targetSpace = targetspace;
2181
2182 if (_mesh == null) // && m_meshfailed == false)
2183 {
2184 if (_parent_scene.needsMeshing(_pbs))
2185 {
2186 bool convex;
2187 if (m_shapetype == 2)
2188 convex = true;
2189 else
2190 convex = false;
2191 try
2192 {
2193 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true,false,convex,false);
2194 }
2195 catch
2196 {
2197 //Don't continuously try to mesh prims when meshing has failed
2198 m_meshfailed = true;
2199 _mesh = null;
2200 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2201 }
2202 }
2203 }
2204
2205 lock (_parent_scene.OdeLock)
2206 {
2207 CreateGeom(m_targetSpace, _mesh);
2208
2209 if (prim_geom != IntPtr.Zero)
2210 {
2211 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2212 d.Quaternion myrot = new d.Quaternion();
2213 myrot.X = _orientation.X;
2214 myrot.Y = _orientation.Y;
2215 myrot.Z = _orientation.Z;
2216 myrot.W = _orientation.W;
2217 d.GeomSetQuaternion(prim_geom, ref myrot);
2218 }
2219
2220 if (m_isphysical && Body == IntPtr.Zero)
2221 {
2222 enableBody();
2223 }
2224 }
2225
2226 changeSelectedStatus();
2227
2228 m_taintadd = false;
2229 }
2230
2231 public void changemove(float timestep)
2232 {
2233 if (m_isphysical)
2234 {
2235 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2236 if (!m_taintremove && !childPrim)
2237 {
2238 if (Body == IntPtr.Zero)
2239 enableBody();
2240 //Prim auto disable after 20 frames,
2241 //if you move it, re-enable the prim manually.
2242 if (_parent != null)
2243 {
2244 if (m_linkJoint != IntPtr.Zero)
2245 {
2246 d.JointDestroy(m_linkJoint);
2247 m_linkJoint = IntPtr.Zero;
2248 }
2249 }
2250 if (Body != IntPtr.Zero)
2251 {
2252 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2253
2254 if (_parent != null)
2255 {
2256 OdePrim odParent = (OdePrim)_parent;
2257 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2258 {
2259 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2260 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2261 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2262 d.JointAttach(m_linkJoint, Body, odParent.Body);
2263 d.JointSetFixed(m_linkJoint);
2264 }
2265 }
2266 d.BodyEnable(Body);
2267 if (m_type != Vehicle.TYPE_NONE)
2268 {
2269 Enable(Body, _parent_scene);
2270 }
2271 }
2272 else
2273 {
2274 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2275 }
2276 }
2277 //else
2278 // {
2279 //m_log.Debug("[BUG]: race!");
2280 //}
2281 }
2282 else
2283 {
2284 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2285 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2286 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2287
2288 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2289 m_targetSpace = tempspace;
2290
2291 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2292 if (prim_geom != IntPtr.Zero)
2293 {
2294 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2295
2296 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2297 d.SpaceAdd(m_targetSpace, prim_geom);
2298 }
2299 }
2300
2301 changeSelectedStatus();
2302
2303 resetCollisionAccounting();
2304 m_taintposition = _position;
2305 }
2306
2307 public void rotate(float timestep)
2308 {
2309 d.Quaternion myrot = new d.Quaternion();
2310 myrot.X = _orientation.X;
2311 myrot.Y = _orientation.Y;
2312 myrot.Z = _orientation.Z;
2313 myrot.W = _orientation.W;
2314 if (Body != IntPtr.Zero)
2315 {
2316 // KF: If this is a root prim do BodySet
2317 d.BodySetQuaternion(Body, ref myrot);
2318 }
2319 else
2320 {
2321 // daughter prim, do Geom set
2322 d.GeomSetQuaternion(prim_geom, ref myrot);
2323 }
2324
2325 resetCollisionAccounting();
2326 m_taintrot = _orientation;
2327 }
2328
2329 private void resetCollisionAccounting()
2330 {
2331 m_collisionscore = 0;
2332 m_interpenetrationcount = 0;
2333 m_disabled = false;
2334 }
2335
2336 public void changedisable(float timestep)
2337 {
2338 m_disabled = true;
2339 if (Body != IntPtr.Zero)
2340 {
2341 d.BodyDisable(Body);
2342 Body = IntPtr.Zero;
2343 }
2344
2345 m_taintdisable = false;
2346 }
2347
2348 public void changePhysicsStatus(float timestep)
2349 {
2350 if (m_isphysical == true)
2351 {
2352 if (Body == IntPtr.Zero)
2353 {
2354 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2355 {
2356 changeshape(2f);
2357 }
2358 else
2359 {
2360 enableBody();
2361 }
2362 }
2363 }
2364 else
2365 {
2366 if (Body != IntPtr.Zero)
2367 {
2368 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2369 {
2370 _mesh = null;
2371 changeadd(2f);
2372 }
2373 if (childPrim)
2374 {
2375 if (_parent != null)
2376 {
2377 OdePrim parent = (OdePrim)_parent;
2378 parent.ChildDelink(this);
2379 }
2380 }
2381 else
2382 {
2383 disableBody();
2384 }
2385 }
2386 }
2387
2388 changeSelectedStatus();
2389
2390 resetCollisionAccounting();
2391 m_taintPhysics = m_isphysical;
2392 }
2393
2394 public void changesize(float timestamp)
2395 {
2396
2397 string oldname = _parent_scene.geom_name_map[prim_geom];
2398
2399 if (_size.X <= 0) _size.X = 0.01f;
2400 if (_size.Y <= 0) _size.Y = 0.01f;
2401 if (_size.Z <= 0) _size.Z = 0.01f;
2402
2403 // Cleanup of old prim geometry
2404 if (_mesh != null)
2405 {
2406 // Cleanup meshing here
2407 }
2408 //kill body to rebuild
2409 if (IsPhysical && Body != IntPtr.Zero)
2410 {
2411 if (childPrim)
2412 {
2413 if (_parent != null)
2414 {
2415 OdePrim parent = (OdePrim)_parent;
2416 parent.ChildDelink(this);
2417 }
2418 }
2419 else
2420 {
2421 disableBody();
2422 }
2423 }
2424 if (d.SpaceQuery(m_targetSpace, prim_geom))
2425 {
2426 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2427 d.SpaceRemove(m_targetSpace, prim_geom);
2428 }
2429 // we don't need to do space calculation because the client sends a position update also.
2430
2431 // Construction of new prim
2432 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2433 {
2434 float meshlod = _parent_scene.meshSculptLOD;
2435
2436 if (IsPhysical)
2437 meshlod = _parent_scene.MeshSculptphysicalLOD;
2438 // Don't need to re-enable body.. it's done in SetMesh
2439
2440 IMesh mesh = null;
2441
2442 try
2443 {
2444 if (_parent_scene.needsMeshing(_pbs))
2445 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2446 }
2447 catch
2448 {
2449 m_meshfailed = true;
2450 mesh = null;
2451 m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2452 }
2453
2454 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2455 CreateGeom(m_targetSpace, mesh);
2456 }
2457 else
2458 {
2459 _mesh = null;
2460 CreateGeom(m_targetSpace, _mesh);
2461 }
2462
2463 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2464 d.Quaternion myrot = new d.Quaternion();
2465 myrot.X = _orientation.X;
2466 myrot.Y = _orientation.Y;
2467 myrot.Z = _orientation.Z;
2468 myrot.W = _orientation.W;
2469 d.GeomSetQuaternion(prim_geom, ref myrot);
2470
2471 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2472 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2473 {
2474 // Re creates body on size.
2475 // EnableBody also does setMass()
2476 enableBody();
2477 d.BodyEnable(Body);
2478 }
2479
2480 _parent_scene.geom_name_map[prim_geom] = oldname;
2481
2482 changeSelectedStatus();
2483 if (childPrim)
2484 {
2485 if (_parent is OdePrim)
2486 {
2487 OdePrim parent = (OdePrim)_parent;
2488 parent.ChildSetGeom(this);
2489 }
2490 }
2491 resetCollisionAccounting();
2492 m_taintsize = _size;
2493 }
2494
2495
2496
2497 public void changefloatonwater(float timestep)
2498 {
2499 m_collidesWater = m_taintCollidesWater;
2500
2501 if (prim_geom != IntPtr.Zero)
2502 {
2503 if (m_collidesWater)
2504 {
2505 m_collisionFlags |= CollisionCategories.Water;
2506 }
2507 else
2508 {
2509 m_collisionFlags &= ~CollisionCategories.Water;
2510 }
2511 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2512 }
2513 }
2514
2515 public void changeshape(float timestamp)
2516 {
2517 string oldname = _parent_scene.geom_name_map[prim_geom];
2518
2519 // Cleanup of old prim geometry and Bodies
2520 if (IsPhysical && Body != IntPtr.Zero)
2521 {
2522 if (childPrim)
2523 {
2524 if (_parent != null)
2525 {
2526 OdePrim parent = (OdePrim)_parent;
2527 parent.ChildDelink(this);
2528 }
2529 }
2530 else
2531 {
2532 disableBody();
2533 }
2534 }
2535
2536
2537 // we don't need to do space calculation because the client sends a position update also.
2538 if (_size.X <= 0) _size.X = 0.01f;
2539 if (_size.Y <= 0) _size.Y = 0.01f;
2540 if (_size.Z <= 0) _size.Z = 0.01f;
2541 // Construction of new prim
2542
2543 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2544 {
2545 // Don't need to re-enable body.. it's done in SetMesh
2546 float meshlod = _parent_scene.meshSculptLOD;
2547 IMesh mesh;
2548
2549 if (IsPhysical)
2550 meshlod = _parent_scene.MeshSculptphysicalLOD;
2551
2552 bool convex;
2553 if (m_shapetype == 2)
2554 convex = true;
2555 else
2556 convex = false;
2557
2558 try
2559 {
2560 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true, false,convex,false);
2561 }
2562 catch
2563 {
2564 mesh = null;
2565 m_meshfailed = true;
2566 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2567 }
2568
2569 CreateGeom(m_targetSpace, mesh);
2570
2571 // createmesh returns null when it doesn't mesh.
2572 }
2573 else
2574 {
2575 _mesh = null;
2576 CreateGeom(m_targetSpace, null);
2577 }
2578
2579 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2580 d.Quaternion myrot = new d.Quaternion();
2581 //myrot.W = _orientation.w;
2582 myrot.W = _orientation.W;
2583 myrot.X = _orientation.X;
2584 myrot.Y = _orientation.Y;
2585 myrot.Z = _orientation.Z;
2586 d.GeomSetQuaternion(prim_geom, ref myrot);
2587
2588 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2589 if (IsPhysical && Body == IntPtr.Zero)
2590 {
2591 // Re creates body on size.
2592 // EnableBody also does setMass()
2593 enableBody();
2594 if (Body != IntPtr.Zero)
2595 {
2596 d.BodyEnable(Body);
2597 }
2598 }
2599 _parent_scene.geom_name_map[prim_geom] = oldname;
2600
2601 changeSelectedStatus();
2602 if (childPrim)
2603 {
2604 if (_parent is OdePrim)
2605 {
2606 OdePrim parent = (OdePrim)_parent;
2607 parent.ChildSetGeom(this);
2608 }
2609 }
2610 resetCollisionAccounting();
2611 m_taintshape = false;
2612 }
2613
2614 public void changeAddForce(float timestamp)
2615 {
2616 if (!m_isSelected)
2617 {
2618 lock (m_forcelist)
2619 {
2620 //m_log.Info("[PHYSICS]: dequeing forcelist");
2621 if (IsPhysical)
2622 {
2623 Vector3 iforce = Vector3.Zero;
2624 int i = 0;
2625 try
2626 {
2627 for (i = 0; i < m_forcelist.Count; i++)
2628 {
2629
2630 iforce = iforce + (m_forcelist[i] * 100);
2631 }
2632 }
2633 catch (IndexOutOfRangeException)
2634 {
2635 m_forcelist = new List<Vector3>();
2636 m_collisionscore = 0;
2637 m_interpenetrationcount = 0;
2638 m_taintforce = false;
2639 return;
2640 }
2641 catch (ArgumentOutOfRangeException)
2642 {
2643 m_forcelist = new List<Vector3>();
2644 m_collisionscore = 0;
2645 m_interpenetrationcount = 0;
2646 m_taintforce = false;
2647 return;
2648 }
2649 d.BodyEnable(Body);
2650
2651 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2652 }
2653 m_forcelist.Clear();
2654 }
2655
2656 m_collisionscore = 0;
2657 m_interpenetrationcount = 0;
2658 }
2659
2660 m_taintforce = false;
2661
2662 }
2663
2664
2665
2666 public void changeSetTorque(float timestamp)
2667 {
2668 if (!m_isSelected)
2669 {
2670 if (IsPhysical && Body != IntPtr.Zero)
2671 {
2672 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2673 }
2674 }
2675
2676 m_taintTorque = Vector3.Zero;
2677 }
2678
2679 public void changeAddAngularForce(float timestamp)
2680 {
2681 if (!m_isSelected)
2682 {
2683 lock (m_angularforcelist)
2684 {
2685 //m_log.Info("[PHYSICS]: dequeing forcelist");
2686 if (IsPhysical)
2687 {
2688 Vector3 iforce = Vector3.Zero;
2689 for (int i = 0; i < m_angularforcelist.Count; i++)
2690 {
2691 iforce = iforce + (m_angularforcelist[i] * 100);
2692 }
2693 d.BodyEnable(Body);
2694 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2695
2696 }
2697 m_angularforcelist.Clear();
2698 }
2699
2700 m_collisionscore = 0;
2701 m_interpenetrationcount = 0;
2702 }
2703
2704 m_taintaddangularforce = false;
2705 }
2706
2707 private void changevelocity(float timestep)
2708 {
2709 if (!m_isSelected)
2710 {
2711 Thread.Sleep(20);
2712 if (IsPhysical)
2713 {
2714 if (Body != IntPtr.Zero)
2715 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2716 }
2717
2718 //resetCollisionAccounting();
2719 }
2720 m_taintVelocity = Vector3.Zero;
2721 }
2722
2723 public void UpdatePositionAndVelocity()
2724 {
2725 return; // moved to the Move () method
2726 }
2727
2728 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2729 {
2730 obj.I.M00 = pMat[0, 0];
2731 obj.I.M01 = pMat[0, 1];
2732 obj.I.M02 = pMat[0, 2];
2733 obj.I.M10 = pMat[1, 0];
2734 obj.I.M11 = pMat[1, 1];
2735 obj.I.M12 = pMat[1, 2];
2736 obj.I.M20 = pMat[2, 0];
2737 obj.I.M21 = pMat[2, 1];
2738 obj.I.M22 = pMat[2, 2];
2739 return obj;
2740 }
2741
2742 public override void SubscribeEvents(int ms)
2743 {
2744 m_eventsubscription = ms;
2745 _parent_scene.addCollisionEventReporting(this);
2746 }
2747
2748 public override void UnSubscribeEvents()
2749 {
2750 _parent_scene.remCollisionEventReporting(this);
2751 m_eventsubscription = 0;
2752 }
2753
2754 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2755 {
2756 if (CollisionEventsThisFrame == null)
2757 CollisionEventsThisFrame = new CollisionEventUpdate();
2758 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2759 }
2760
2761 public void SendCollisions()
2762 {
2763 if (CollisionEventsThisFrame == null)
2764 return;
2765
2766 base.SendCollisionUpdate(CollisionEventsThisFrame);
2767
2768 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2769 CollisionEventsThisFrame = null;
2770 else
2771 CollisionEventsThisFrame = new CollisionEventUpdate();
2772 }
2773
2774 public override bool SubscribedEvents()
2775 {
2776 if (m_eventsubscription > 0)
2777 return true;
2778 return false;
2779 }
2780
2781 public static Matrix4 Inverse(Matrix4 pMat)
2782 {
2783 if (determinant3x3(pMat) == 0)
2784 {
2785 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2786 }
2787
2788
2789
2790 return (Adjoint(pMat) / determinant3x3(pMat));
2791 }
2792
2793 public static Matrix4 Adjoint(Matrix4 pMat)
2794 {
2795 Matrix4 adjointMatrix = new Matrix4();
2796 for (int i = 0; i < 4; i++)
2797 {
2798 for (int j = 0; j < 4; j++)
2799 {
2800 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2801 }
2802 }
2803
2804 adjointMatrix = Transpose(adjointMatrix);
2805 return adjointMatrix;
2806 }
2807
2808 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2809 {
2810 Matrix4 minor = new Matrix4();
2811 int m = 0, n = 0;
2812 for (int i = 0; i < 4; i++)
2813 {
2814 if (i == iRow)
2815 continue;
2816 n = 0;
2817 for (int j = 0; j < 4; j++)
2818 {
2819 if (j == iCol)
2820 continue;
2821 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
2822 n++;
2823 }
2824 m++;
2825 }
2826 return minor;
2827 }
2828
2829 public static Matrix4 Transpose(Matrix4 pMat)
2830 {
2831 Matrix4 transposeMatrix = new Matrix4();
2832 for (int i = 0; i < 4; i++)
2833 for (int j = 0; j < 4; j++)
2834 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2835 return transposeMatrix;
2836 }
2837
2838 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2839 {
2840 switch (r)
2841 {
2842 case 0:
2843 switch (c)
2844 {
2845 case 0:
2846 pMat.M11 = val;
2847 break;
2848 case 1:
2849 pMat.M12 = val;
2850 break;
2851 case 2:
2852 pMat.M13 = val;
2853 break;
2854 case 3:
2855 pMat.M14 = val;
2856 break;
2857 }
2858
2859 break;
2860 case 1:
2861 switch (c)
2862 {
2863 case 0:
2864 pMat.M21 = val;
2865 break;
2866 case 1:
2867 pMat.M22 = val;
2868 break;
2869 case 2:
2870 pMat.M23 = val;
2871 break;
2872 case 3:
2873 pMat.M24 = val;
2874 break;
2875 }
2876
2877 break;
2878 case 2:
2879 switch (c)
2880 {
2881 case 0:
2882 pMat.M31 = val;
2883 break;
2884 case 1:
2885 pMat.M32 = val;
2886 break;
2887 case 2:
2888 pMat.M33 = val;
2889 break;
2890 case 3:
2891 pMat.M34 = val;
2892 break;
2893 }
2894
2895 break;
2896 case 3:
2897 switch (c)
2898 {
2899 case 0:
2900 pMat.M41 = val;
2901 break;
2902 case 1:
2903 pMat.M42 = val;
2904 break;
2905 case 2:
2906 pMat.M43 = val;
2907 break;
2908 case 3:
2909 pMat.M44 = val;
2910 break;
2911 }
2912
2913 break;
2914 }
2915 }
2916 private static float determinant3x3(Matrix4 pMat)
2917 {
2918 float det = 0;
2919 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
2920 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
2921 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
2922 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
2923 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
2924 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
2925
2926 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2927 return det;
2928
2929 }
2930
2931 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2932 {
2933 dst.c.W = src.c.W;
2934 dst.c.X = src.c.X;
2935 dst.c.Y = src.c.Y;
2936 dst.c.Z = src.c.Z;
2937 dst.mass = src.mass;
2938 dst.I.M00 = src.I.M00;
2939 dst.I.M01 = src.I.M01;
2940 dst.I.M02 = src.I.M02;
2941 dst.I.M10 = src.I.M10;
2942 dst.I.M11 = src.I.M11;
2943 dst.I.M12 = src.I.M12;
2944 dst.I.M20 = src.I.M20;
2945 dst.I.M21 = src.I.M21;
2946 dst.I.M22 = src.I.M22;
2947 }
2948
2949 public override void SetMaterial(int pMaterial)
2950 {
2951 m_material = pMaterial;
2952 }
2953
2954 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2955 {
2956 switch (pParam)
2957 {
2958 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2959 if (pValue < 0.01f) pValue = 0.01f;
2960 // m_angularDeflectionEfficiency = pValue;
2961 break;
2962 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2963 if (pValue < 0.1f) pValue = 0.1f;
2964 // m_angularDeflectionTimescale = pValue;
2965 break;
2966 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2967 if (pValue < 0.3f) pValue = 0.3f;
2968 m_angularMotorDecayTimescale = pValue;
2969 break;
2970 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2971 if (pValue < 0.3f) pValue = 0.3f;
2972 m_angularMotorTimescale = pValue;
2973 break;
2974 case Vehicle.BANKING_EFFICIENCY:
2975 if (pValue < 0.01f) pValue = 0.01f;
2976 // m_bankingEfficiency = pValue;
2977 break;
2978 case Vehicle.BANKING_MIX:
2979 if (pValue < 0.01f) pValue = 0.01f;
2980 // m_bankingMix = pValue;
2981 break;
2982 case Vehicle.BANKING_TIMESCALE:
2983 if (pValue < 0.01f) pValue = 0.01f;
2984 // m_bankingTimescale = pValue;
2985 break;
2986 case Vehicle.BUOYANCY:
2987 if (pValue < -1f) pValue = -1f;
2988 if (pValue > 1f) pValue = 1f;
2989 m_VehicleBuoyancy = pValue;
2990 break;
2991 // case Vehicle.HOVER_EFFICIENCY:
2992 // if (pValue < 0f) pValue = 0f;
2993 // if (pValue > 1f) pValue = 1f;
2994 // m_VhoverEfficiency = pValue;
2995 // break;
2996 case Vehicle.HOVER_HEIGHT:
2997 m_VhoverHeight = pValue;
2998 break;
2999 case Vehicle.HOVER_TIMESCALE:
3000 if (pValue < 0.1f) pValue = 0.1f;
3001 m_VhoverTimescale = pValue;
3002 break;
3003 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
3004 if (pValue < 0.01f) pValue = 0.01f;
3005 // m_linearDeflectionEfficiency = pValue;
3006 break;
3007 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
3008 if (pValue < 0.01f) pValue = 0.01f;
3009 // m_linearDeflectionTimescale = pValue;
3010 break;
3011 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
3012 if (pValue < 0.3f) pValue = 0.3f;
3013 m_linearMotorDecayTimescale = pValue;
3014 break;
3015 case Vehicle.LINEAR_MOTOR_TIMESCALE:
3016 if (pValue < 0.1f) pValue = 0.1f;
3017 m_linearMotorTimescale = pValue;
3018 break;
3019 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
3020 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
3021 if (pValue > 1.0f) pValue = 1.0f;
3022 m_verticalAttractionEfficiency = pValue;
3023 break;
3024 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
3025 if (pValue < 0.1f) pValue = 0.1f;
3026 m_verticalAttractionTimescale = pValue;
3027 break;
3028
3029 // These are vector properties but the engine lets you use a single float value to
3030 // set all of the components to the same value
3031 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3032 if (pValue > 30f) pValue = 30f;
3033 if (pValue < 0.1f) pValue = 0.1f;
3034 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
3035 break;
3036 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3037 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
3038 UpdateAngDecay();
3039 break;
3040 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3041 if (pValue < 0.1f) pValue = 0.1f;
3042 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
3043 break;
3044 case Vehicle.LINEAR_MOTOR_DIRECTION:
3045 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
3046 UpdateLinDecay();
3047 break;
3048 case Vehicle.LINEAR_MOTOR_OFFSET:
3049 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
3050 break;
3051
3052 }
3053
3054 }//end ProcessFloatVehicleParam
3055
3056 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
3057 {
3058 switch (pParam)
3059 {
3060 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3061 if (pValue.X > 30f) pValue.X = 30f;
3062 if (pValue.X < 0.1f) pValue.X = 0.1f;
3063 if (pValue.Y > 30f) pValue.Y = 30f;
3064 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3065 if (pValue.Z > 30f) pValue.Z = 30f;
3066 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3067 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3068 break;
3069 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3070 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
3071 // Limit requested angular speed to 2 rps= 4 pi rads/sec
3072 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
3073 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
3074 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
3075 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
3076 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
3077 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
3078 UpdateAngDecay();
3079 break;
3080 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3081 if (pValue.X < 0.1f) pValue.X = 0.1f;
3082 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3083 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3084 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3085 break;
3086 case Vehicle.LINEAR_MOTOR_DIRECTION:
3087 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
3088 UpdateLinDecay();
3089 break;
3090 case Vehicle.LINEAR_MOTOR_OFFSET:
3091 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
3092 break;
3093 }
3094
3095 }//end ProcessVectorVehicleParam
3096
3097 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
3098 {
3099 switch (pParam)
3100 {
3101 case Vehicle.REFERENCE_FRAME:
3102 // m_referenceFrame = pValue;
3103 break;
3104 }
3105
3106 }//end ProcessRotationVehicleParam
3107
3108 internal void ProcessVehicleFlags(int pParam, bool remove)
3109 {
3110 if (remove)
3111 {
3112 m_flags &= ~((VehicleFlag)pParam);
3113 }
3114 else
3115 {
3116 m_flags |= (VehicleFlag)pParam;
3117 }
3118 }
3119
3120 internal void ProcessTypeChange(Vehicle pType)
3121 {
3122 // Set Defaults For Type
3123 m_type = pType;
3124 switch (pType)
3125 {
3126 case Vehicle.TYPE_SLED:
3127 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
3128 m_angularFrictionTimescale = new Vector3(30, 30, 30);
3129 // m_lLinMotorVel = Vector3.Zero;
3130 m_linearMotorTimescale = 1000;
3131 m_linearMotorDecayTimescale = 120;
3132 m_angularMotorDirection = Vector3.Zero;
3133 m_angularMotorDVel = Vector3.Zero;
3134 m_angularMotorTimescale = 1000;
3135 m_angularMotorDecayTimescale = 120;
3136 m_VhoverHeight = 0;
3137 // m_VhoverEfficiency = 1;
3138 m_VhoverTimescale = 10;
3139 m_VehicleBuoyancy = 0;
3140 // m_linearDeflectionEfficiency = 1;
3141 // m_linearDeflectionTimescale = 1;
3142 // m_angularDeflectionEfficiency = 1;
3143 // m_angularDeflectionTimescale = 1000;
3144 // m_bankingEfficiency = 0;
3145 // m_bankingMix = 1;
3146 // m_bankingTimescale = 10;
3147 // m_referenceFrame = Quaternion.Identity;
3148 m_flags &=
3149 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3150 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3151 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3152 break;
3153 case Vehicle.TYPE_CAR:
3154 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3155 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3156 // m_lLinMotorVel = Vector3.Zero;
3157 m_linearMotorTimescale = 1;
3158 m_linearMotorDecayTimescale = 60;
3159 m_angularMotorDirection = Vector3.Zero;
3160 m_angularMotorDVel = Vector3.Zero;
3161 m_angularMotorTimescale = 1;
3162 m_angularMotorDecayTimescale = 0.8f;
3163 m_VhoverHeight = 0;
3164 // m_VhoverEfficiency = 0;
3165 m_VhoverTimescale = 1000;
3166 m_VehicleBuoyancy = 0;
3167 // // m_linearDeflectionEfficiency = 1;
3168 // // m_linearDeflectionTimescale = 2;
3169 // // m_angularDeflectionEfficiency = 0;
3170 // m_angularDeflectionTimescale = 10;
3171 m_verticalAttractionEfficiency = 1f;
3172 m_verticalAttractionTimescale = 10f;
3173 // m_bankingEfficiency = -0.2f;
3174 // m_bankingMix = 1;
3175 // m_bankingTimescale = 1;
3176 // m_referenceFrame = Quaternion.Identity;
3177 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3178 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3179 VehicleFlag.LIMIT_MOTOR_UP);
3180 break;
3181 case Vehicle.TYPE_BOAT:
3182 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3183 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3184 // m_lLinMotorVel = Vector3.Zero;
3185 m_linearMotorTimescale = 5;
3186 m_linearMotorDecayTimescale = 60;
3187 m_angularMotorDirection = Vector3.Zero;
3188 m_angularMotorDVel = Vector3.Zero;
3189 m_angularMotorTimescale = 4;
3190 m_angularMotorDecayTimescale = 4;
3191 m_VhoverHeight = 0;
3192 // m_VhoverEfficiency = 0.5f;
3193 m_VhoverTimescale = 2;
3194 m_VehicleBuoyancy = 1;
3195 // m_linearDeflectionEfficiency = 0.5f;
3196 // m_linearDeflectionTimescale = 3;
3197 // m_angularDeflectionEfficiency = 0.5f;
3198 // m_angularDeflectionTimescale = 5;
3199 m_verticalAttractionEfficiency = 0.5f;
3200 m_verticalAttractionTimescale = 5f;
3201 // m_bankingEfficiency = -0.3f;
3202 // m_bankingMix = 0.8f;
3203 // m_bankingTimescale = 1;
3204 // m_referenceFrame = Quaternion.Identity;
3205 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3206 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3207 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3208 VehicleFlag.LIMIT_MOTOR_UP);
3209 break;
3210 case Vehicle.TYPE_AIRPLANE:
3211 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3212 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3213 // m_lLinMotorVel = Vector3.Zero;
3214 m_linearMotorTimescale = 2;
3215 m_linearMotorDecayTimescale = 60;
3216 m_angularMotorDirection = Vector3.Zero;
3217 m_angularMotorDVel = Vector3.Zero;
3218 m_angularMotorTimescale = 4;
3219 m_angularMotorDecayTimescale = 4;
3220 m_VhoverHeight = 0;
3221 // m_VhoverEfficiency = 0.5f;
3222 m_VhoverTimescale = 1000;
3223 m_VehicleBuoyancy = 0;
3224 // m_linearDeflectionEfficiency = 0.5f;
3225 // m_linearDeflectionTimescale = 3;
3226 // m_angularDeflectionEfficiency = 1;
3227 // m_angularDeflectionTimescale = 2;
3228 m_verticalAttractionEfficiency = 0.9f;
3229 m_verticalAttractionTimescale = 2f;
3230 // m_bankingEfficiency = 1;
3231 // m_bankingMix = 0.7f;
3232 // m_bankingTimescale = 2;
3233 // m_referenceFrame = Quaternion.Identity;
3234 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3235 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3236 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3237 break;
3238 case Vehicle.TYPE_BALLOON:
3239 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3240 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3241 m_linearMotorTimescale = 5;
3242 m_linearMotorDecayTimescale = 60;
3243 m_angularMotorDirection = Vector3.Zero;
3244 m_angularMotorDVel = Vector3.Zero;
3245 m_angularMotorTimescale = 6;
3246 m_angularMotorDecayTimescale = 10;
3247 m_VhoverHeight = 5;
3248 // m_VhoverEfficiency = 0.8f;
3249 m_VhoverTimescale = 10;
3250 m_VehicleBuoyancy = 1;
3251 // m_linearDeflectionEfficiency = 0;
3252 // m_linearDeflectionTimescale = 5;
3253 // m_angularDeflectionEfficiency = 0;
3254 // m_angularDeflectionTimescale = 5;
3255 m_verticalAttractionEfficiency = 1f;
3256 m_verticalAttractionTimescale = 100f;
3257 // m_bankingEfficiency = 0;
3258 // m_bankingMix = 0.7f;
3259 // m_bankingTimescale = 5;
3260 // m_referenceFrame = Quaternion.Identity;
3261 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3262 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3263 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3264 break;
3265
3266 }
3267 }//end SetDefaultsForType
3268
3269 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3270 {
3271 if (m_type == Vehicle.TYPE_NONE)
3272 return;
3273
3274 m_body = pBody;
3275 }
3276
3277
3278 internal void Halt()
3279 { // Kill all motions, when non-physical
3280 // m_linearMotorDirection = Vector3.Zero;
3281 m_lLinMotorDVel = Vector3.Zero;
3282 m_lLinObjectVel = Vector3.Zero;
3283 m_wLinObjectVel = Vector3.Zero;
3284 m_angularMotorDirection = Vector3.Zero;
3285 m_lastAngularVelocity = Vector3.Zero;
3286 m_angularMotorDVel = Vector3.Zero;
3287 _acceleration = Vector3.Zero;
3288 }
3289
3290 private void UpdateLinDecay()
3291 {
3292 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3293 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3294 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3295 } // else let the motor decay on its own
3296
3297 private void UpdateAngDecay()
3298 {
3299 m_angularMotorDVel.X = m_angularMotorDirection.X;
3300 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3301 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3302 } // else let the motor decay on its own
3303
3304 public void Move(float timestep)
3305 {
3306 float fx = 0;
3307 float fy = 0;
3308 float fz = 0;
3309 Vector3 linvel; // velocity applied, including any reversal
3310
3311 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3312 // This is a temp patch until proper region crossing is developed.
3313
3314
3315 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3316 {
3317 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3318 bool lastZeroFlag = _zeroFlag; // was it stopped
3319
3320 d.Vector3 vec = d.BodyGetPosition(Body);
3321 Vector3 l_position = Vector3.Zero;
3322 l_position.X = vec.X;
3323 l_position.Y = vec.Y;
3324 l_position.Z = vec.Z;
3325 m_lastposition = _position;
3326 _position = l_position;
3327
3328 d.Quaternion ori = d.BodyGetQuaternion(Body);
3329 // Quaternion l_orientation = Quaternion.Identity;
3330 _orientation.X = ori.X;
3331 _orientation.Y = ori.Y;
3332 _orientation.Z = ori.Z;
3333 _orientation.W = ori.W;
3334 m_lastorientation = _orientation;
3335
3336 d.Vector3 vel = d.BodyGetLinearVel(Body);
3337 m_lastVelocity = _velocity;
3338 _velocity.X = vel.X;
3339 _velocity.Y = vel.Y;
3340 _velocity.Z = vel.Z;
3341 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3342
3343 d.Vector3 torque = d.BodyGetTorque(Body);
3344 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3345
3346
3347 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3348 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3349 )
3350 {
3351 // we are outside current region
3352 // clip position to a stop just outside region and stop it only internally
3353 // do it only once using m_crossingfailures as control
3354 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3355 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3356 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3357 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3358 d.BodySetLinearVel(Body, 0, 0, 0);
3359 m_outofBounds = true;
3360 base.RequestPhysicsterseUpdate();
3361 return;
3362 }
3363
3364 base.RequestPhysicsterseUpdate();
3365
3366 if (l_position.Z < 0)
3367 {
3368 // This is so prim that get lost underground don't fall forever and suck up
3369 //
3370 // Sim resources and memory.
3371 // Disables the prim's movement physics....
3372 // It's a hack and will generate a console message if it fails.
3373
3374 //IsPhysical = false;
3375 if (_parent == null) base.RaiseOutOfBounds(_position);
3376
3377
3378 _acceleration.X = 0; // This stuff may stop client display but it has no
3379 _acceleration.Y = 0; // effect on the object in phys engine!
3380 _acceleration.Z = 0;
3381
3382 _velocity.X = 0;
3383 _velocity.Y = 0;
3384 _velocity.Z = 0;
3385 m_lastVelocity = Vector3.Zero;
3386 m_rotationalVelocity.X = 0;
3387 m_rotationalVelocity.Y = 0;
3388 m_rotationalVelocity.Z = 0;
3389
3390 if (_parent == null) base.RequestPhysicsterseUpdate();
3391
3392 m_throttleUpdates = false;
3393 throttleCounter = 0;
3394 _zeroFlag = true;
3395 //outofBounds = true;
3396 } // end neg Z check
3397
3398 // Is it moving?
3399 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3400 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3401 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3402 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3403 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3404 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3405 {
3406 _zeroFlag = true;
3407 m_throttleUpdates = false;
3408 }
3409 else
3410 {
3411 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3412 _zeroFlag = false;
3413 m_lastUpdateSent = false;
3414 //m_throttleUpdates = false;
3415 }
3416
3417 if (_zeroFlag)
3418 { // Its stopped
3419 _velocity.X = 0.0f;
3420 _velocity.Y = 0.0f;
3421 // _velocity.Z = 0.0f;
3422
3423 _acceleration.X = 0;
3424 _acceleration.Y = 0;
3425 // _acceleration.Z = 0;
3426
3427 m_rotationalVelocity.X = 0;
3428 m_rotationalVelocity.Y = 0;
3429 m_rotationalVelocity.Z = 0;
3430 // Stop it in the phys engine
3431 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3432 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3433 d.BodySetForce(Body, 0f, 0f, 0f);
3434
3435 if (!m_lastUpdateSent)
3436 {
3437 m_throttleUpdates = false;
3438 throttleCounter = 0;
3439 if (_parent == null)
3440 {
3441 base.RequestPhysicsterseUpdate();
3442 }
3443
3444 m_lastUpdateSent = true;
3445 }
3446 }
3447 else
3448 { // Its moving
3449 if (lastZeroFlag != _zeroFlag)
3450 {
3451 if (_parent == null)
3452 {
3453 base.RequestPhysicsterseUpdate();
3454 }
3455 }
3456 m_lastUpdateSent = false;
3457 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3458 {
3459 if (_parent == null)
3460 {
3461 base.RequestPhysicsterseUpdate();
3462 }
3463 }
3464 else
3465 {
3466 throttleCounter++;
3467 }
3468 }
3469 m_lastposition = l_position;
3470
3471 /// End UpdatePositionAndVelocity insert
3472
3473
3474 // Rotation lock =====================================
3475 if (m_rotateEnableUpdate)
3476 {
3477 // Snapshot current angles, set up Amotor(s)
3478 m_rotateEnableUpdate = false;
3479 m_rotateEnable = m_rotateEnableRequest;
3480 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3481
3482 if (Amotor != IntPtr.Zero)
3483 {
3484 d.JointDestroy(Amotor);
3485 Amotor = IntPtr.Zero;
3486 //Console.WriteLine("Old Amotor Destroyed");
3487 }
3488
3489 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3490 { // not all are enabled
3491 d.Quaternion r = d.BodyGetQuaternion(Body);
3492 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3493 // extract the axes vectors
3494 Vector3 vX = new Vector3(1f, 0f, 0f);
3495 Vector3 vY = new Vector3(0f, 1f, 0f);
3496 Vector3 vZ = new Vector3(0f, 0f, 1f);
3497 vX = vX * locrot;
3498 vY = vY * locrot;
3499 vZ = vZ * locrot;
3500 // snapshot the current angle vectors
3501 m_lockX = vX;
3502 m_lockY = vY;
3503 m_lockZ = vZ;
3504 // m_lockRot = locrot;
3505 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3506 d.JointAttach(Amotor, Body, IntPtr.Zero);
3507 d.JointSetAMotorMode(Amotor, 0); // User mode??
3508 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3509
3510 float axisnum = 3; // how many to lock
3511 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3512 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3513 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3514
3515 int i = 0;
3516
3517 if (m_rotateEnable.X == 0)
3518 {
3519 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3520 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3521 i++;
3522 }
3523
3524 if (m_rotateEnable.Y == 0)
3525 {
3526 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3527 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3528 i++;
3529 }
3530
3531 if (m_rotateEnable.Z == 0)
3532 {
3533 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3534 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3535 i++;
3536 }
3537
3538 // These lowstops and high stops are effectively (no wiggle room)
3539 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3540 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3541 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3542 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3544 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3545 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3546 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3547 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3548 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3549 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3550 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3551 } // else none are locked
3552 } // end Rotation Update
3553
3554
3555 // VEHICLE processing ==========================================
3556 if (m_type != Vehicle.TYPE_NONE)
3557 {
3558 // get body attitude
3559 d.Quaternion rot = d.BodyGetQuaternion(Body);
3560 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3561 Quaternion irotq = Quaternion.Inverse(rotq);
3562
3563 // VEHICLE Linear Motion
3564 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3565 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3566 m_lLinObjectVel = vel_now * irotq;
3567 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3568 {
3569 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3570 {
3571 float decayfactor = m_linearMotorDecayTimescale / timestep;
3572 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3573 m_lLinMotorDVel -= decayAmount;
3574 }
3575 else
3576 {
3577 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3578 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3579 m_lLinMotorDVel -= decel;
3580 }
3581 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3582 {
3583 m_lLinMotorDVel = Vector3.Zero;
3584 }
3585
3586 /* else
3587 {
3588 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3589 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3590 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3591 } */
3592 } // end linear motor decay
3593
3594 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3595 {
3596 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3597 if (m_linearMotorTimescale < 300.0f)
3598 {
3599 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3600 float linfactor = m_linearMotorTimescale / timestep;
3601 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3602 m_lLinObjectVel += attackAmount;
3603 }
3604 if (m_linearFrictionTimescale.X < 300.0f)
3605 {
3606 float fricfactor = m_linearFrictionTimescale.X / timestep;
3607 float fricX = m_lLinObjectVel.X / fricfactor;
3608 m_lLinObjectVel.X -= fricX;
3609 }
3610 if (m_linearFrictionTimescale.Y < 300.0f)
3611 {
3612 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3613 float fricY = m_lLinObjectVel.Y / fricfactor;
3614 m_lLinObjectVel.Y -= fricY;
3615 }
3616 if (m_linearFrictionTimescale.Z < 300.0f)
3617 {
3618 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3619 float fricZ = m_lLinObjectVel.Z / fricfactor;
3620 m_lLinObjectVel.Z -= fricZ;
3621 }
3622 }
3623 m_wLinObjectVel = m_lLinObjectVel * rotq;
3624
3625 // Gravity and Buoyancy
3626 Vector3 grav = Vector3.Zero;
3627 if (m_VehicleBuoyancy < 1.0f)
3628 {
3629 // There is some gravity, make a gravity force vector
3630 // that is applied after object velocity.
3631 d.Mass objMass;
3632 d.BodyGetMass(Body, out objMass);
3633 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3634 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3635 } // else its 1.0, no gravity.
3636
3637 // Hovering
3638 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3639 {
3640 // We should hover, get the target height
3641 d.Vector3 pos = d.BodyGetPosition(Body);
3642 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3643 {
3644 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3645 }
3646 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3647 {
3648 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3649 }
3650 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3651 {
3652 m_VhoverTargetHeight = m_VhoverHeight;
3653 }
3654
3655 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3656 {
3657 // If body is aready heigher, use its height as target height
3658 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3659 }
3660
3661 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3662 // m_VhoverTimescale = 0f; // time to acheive height
3663 // timestep is time since last frame,in secs
3664 float herr0 = pos.Z - m_VhoverTargetHeight;
3665 // Replace Vertical speed with correction figure if significant
3666 if (Math.Abs(herr0) > 0.01f)
3667 {
3668 //? d.Mass objMass;
3669 //? d.BodyGetMass(Body, out objMass);
3670 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3671 //KF: m_VhoverEfficiency is not yet implemented
3672 }
3673 else
3674 {
3675 m_wLinObjectVel.Z = 0f;
3676 }
3677 }
3678 else
3679 { // not hovering
3680 if (m_wLinObjectVel.Z == 0f)
3681 { // Gravity rules
3682 m_wLinObjectVel.Z = vel_now.Z;
3683 } // else the motor has it
3684 }
3685 linvel = m_wLinObjectVel;
3686
3687 // Vehicle Linear Motion done =======================================
3688 // Apply velocity
3689 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3690 // apply gravity force
3691 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3692 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3693 // end MoveLinear()
3694
3695
3696 // MoveAngular
3697 /*
3698 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3699
3700 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3701 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3702 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3703
3704 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3705 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3706 */
3707 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3708
3709 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3710 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3711 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3712
3713 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3714
3715 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3716 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3717 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3718 // Decay Angular Motor 2.
3719 if (m_angularMotorDecayTimescale < 300.0f)
3720 {
3721 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3722 {
3723 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3724 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3725 m_angularMotorDVel -= decayAmount;
3726 }
3727 else
3728 {
3729 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3730 m_angularMotorDVel -= decel;
3731 }
3732
3733 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3734 {
3735 m_angularMotorDVel = Vector3.Zero;
3736 }
3737 else
3738 {
3739 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3740 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3741 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3742 }
3743 } // end decay angular motor
3744 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3745
3746 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3747
3748 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3749 { // if motor or object have motion
3750 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3751
3752 if (m_angularMotorTimescale < 300.0f)
3753 {
3754 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3755 float angfactor = m_angularMotorTimescale / timestep;
3756 Vector3 attackAmount = (attack_error / angfactor);
3757 angObjectVel += attackAmount;
3758 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3759 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3760 }
3761
3762 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3763 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3764 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3765 } // else no signif. motion
3766
3767 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3768 // Bank section tba
3769 // Deflection section tba
3770 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3771
3772
3773 /* // Rotation Axis Disables:
3774 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3775 {
3776 if (m_angularEnable.X == 0)
3777 angObjectVel.X = 0f;
3778 if (m_angularEnable.Y == 0)
3779 angObjectVel.Y = 0f;
3780 if (m_angularEnable.Z == 0)
3781 angObjectVel.Z = 0f;
3782 }
3783 */
3784 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3785
3786 // Vertical attractor section
3787 Vector3 vertattr = Vector3.Zero;
3788
3789 if (m_verticalAttractionTimescale < 300)
3790 {
3791 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3792 // make a vector pointing up
3793 Vector3 verterr = Vector3.Zero;
3794 verterr.Z = 1.0f;
3795 // rotate it to Body Angle
3796 verterr = verterr * rotq;
3797 // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
3798 // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
3799 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3800
3801 if (verterr.Z < 0.0f)
3802 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3803 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3804 //Console.WriteLine("InvertFlip");
3805 verterr.X = 2.0f - verterr.X;
3806 verterr.Y = 2.0f - verterr.Y;
3807 }
3808 verterr *= 0.5f;
3809 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3810 Vector3 xyav = angObjectVel;
3811 xyav.Z = 0.0f;
3812 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3813 {
3814 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3815 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3816 vertattr.X = verterr.Y;
3817 vertattr.Y = -verterr.X;
3818 vertattr.Z = 0f;
3819 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3820
3821 // scaling appears better usingsquare-law
3822 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3823 float bounce = 1.0f - damped;
3824 // 0 = crit damp, 1 = bouncy
3825 float oavz = angObjectVel.Z; // retain z velocity
3826 // time-scaled correction, which sums, therefore is bouncy:
3827 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3828 // damped, good @ < 90:
3829 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3830 angObjectVel.Z = oavz;
3831 //if(frcount == 0) Console.WriteLine("VA+");
3832 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3833 }
3834 else
3835 {
3836 // else error is very small
3837 angObjectVel.X = 0f;
3838 angObjectVel.Y = 0f;
3839 //if(frcount == 0) Console.WriteLine("VA0");
3840 }
3841 } // else vertical attractor is off
3842 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3843
3844
3845 m_lastAngularVelocity = angObjectVel;
3846 // apply Angular Velocity to body
3847 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3848 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3849
3850 } // end VEHICLES
3851 else
3852 {
3853 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3854
3855 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3856
3857 /// Dynamics Buoyancy
3858 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3859 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3860 // NB Prims in ODE are no subject to global gravity
3861 // This should only affect gravity operations
3862
3863 float m_mass = CalculateMass();
3864 // calculate z-force due togravity on object.
3865 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3866 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3867 {
3868 fz = 0; // llMoveToTarget ignores gravity.
3869 // it also ignores mass of object, and any physical resting on it.
3870 // Vector3 m_PIDTarget is where we are going
3871 // float m_PIDTau is time to get there
3872 fx = 0;
3873 fy = 0;
3874 d.Vector3 pos = d.BodyGetPosition(Body);
3875 Vector3 error = new Vector3(
3876 (m_PIDTarget.X - pos.X),
3877 (m_PIDTarget.Y - pos.Y),
3878 (m_PIDTarget.Z - pos.Z));
3879 if (error.ApproxEquals(Vector3.Zero, 0.01f))
3880 { // Very close, Jump there and quit move
3881
3882 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3883 _target_velocity = Vector3.Zero;
3884 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3885 d.BodySetForce(Body, 0f, 0f, 0f);
3886 }
3887 else
3888 {
3889 float scale = 50.0f * timestep / m_PIDTau;
3890 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
3891 {
3892 // Nearby, quit update of velocity
3893 }
3894 else
3895 { // Far, calc damped velocity
3896 _target_velocity = error * scale;
3897 }
3898 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3899 }
3900 } // end PID MoveToTarget
3901
3902
3903 /// Dynamics Hover ===================================================================================
3904 // Hover PID Controller can only run if the PIDcontroller is not in use.
3905 if (m_useHoverPID && !m_usePID)
3906 {
3907 //Console.WriteLine("Hover " + m_primName);
3908
3909 // If we're using the PID controller, then we have no gravity
3910 fz = (-1 * _parent_scene.gravityz) * m_mass;
3911
3912 // no lock; for now it's only called from within Simulate()
3913
3914 // If the PID Controller isn't active then we set our force
3915 // calculating base velocity to the current position
3916
3917 if ((m_PIDTau < 1))
3918 {
3919 PID_G = PID_G / m_PIDTau;
3920 }
3921
3922 if ((PID_G - m_PIDTau) <= 0)
3923 {
3924 PID_G = m_PIDTau + 1;
3925 }
3926
3927
3928 // Where are we, and where are we headed?
3929 d.Vector3 pos = d.BodyGetPosition(Body);
3930 // d.Vector3 vel = d.BodyGetLinearVel(Body);
3931
3932
3933 // Non-Vehicles have a limited set of Hover options.
3934 // determine what our target height really is based on HoverType
3935 switch (m_PIDHoverType)
3936 {
3937 case PIDHoverType.Ground:
3938 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3939 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3940 break;
3941 case PIDHoverType.GroundAndWater:
3942 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3943 m_waterHeight = _parent_scene.GetWaterLevel();
3944 if (m_groundHeight > m_waterHeight)
3945 {
3946 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3947 }
3948 else
3949 {
3950 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3951 }
3952 break;
3953
3954 } // end switch (m_PIDHoverType)
3955
3956
3957 _target_velocity =
3958 new Vector3(0.0f, 0.0f,
3959 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3960 );
3961
3962 // if velocity is zero, use position control; otherwise, velocity control
3963
3964 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3965 {
3966 // keep track of where we stopped. No more slippin' & slidin'
3967
3968 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3969 // react to the physics scene by moving it's position.
3970 // Avatar to Avatar collisions
3971 // Prim to avatar collisions
3972 d.Vector3 dlinvel = vel;
3973 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3974 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3975 d.BodyAddForce(Body, 0, 0, fz);
3976 //KF this prevents furthur motions return;
3977 }
3978 else
3979 {
3980 _zeroFlag = false;
3981
3982 // We're flying and colliding with something
3983 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3984 }
3985 } // end m_useHoverPID && !m_usePID
3986
3987
3988 /// Dynamics Apply Forces ===================================================================================
3989 fx *= m_mass;
3990 fy *= m_mass;
3991 //fz *= m_mass;
3992 fx += m_force.X;
3993 fy += m_force.Y;
3994 fz += m_force.Z;
3995
3996 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3997 if (fx != 0 || fy != 0 || fz != 0)
3998 {
3999 //m_taintdisable = true;
4000 //base.RaiseOutOfBounds(Position);
4001 //d.BodySetLinearVel(Body, fx, fy, 0f);
4002 if (!d.BodyIsEnabled(Body))
4003 {
4004 // A physical body at rest on a surface will auto-disable after a while,
4005 // this appears to re-enable it incase the surface it is upon vanishes,
4006 // and the body should fall again.
4007 d.BodySetLinearVel(Body, 0f, 0f, 0f);
4008 d.BodySetForce(Body, 0f, 0f, 0f);
4009 enableBodySoft();
4010 }
4011
4012 // 35x10 = 350n times the mass per second applied maximum.
4013 float nmax = 35f * m_mass;
4014 float nmin = -35f * m_mass;
4015
4016
4017 if (fx > nmax)
4018 fx = nmax;
4019 if (fx < nmin)
4020 fx = nmin;
4021 if (fy > nmax)
4022 fy = nmax;
4023 if (fy < nmin)
4024 fy = nmin;
4025 d.BodyAddForce(Body, fx, fy, fz);
4026 } // end apply forces
4027 } // end Vehicle/Dynamics
4028
4029 /// RotLookAt / LookAt =================================================================================
4030 if (m_useAPID)
4031 {
4032 // RotLookAt, apparently overrides all other rotation sources. Inputs:
4033 // Quaternion m_APIDTarget
4034 // float m_APIDStrength // From SL experiments, this is the time to get there
4035 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
4036 // Also in SL the mass of the object has no effect on time to get there.
4037 // Factors:
4038 // get present body rotation
4039 float limit = 1.0f;
4040 float rscaler = 50f; // adjusts rotation damping time
4041 float lscaler = 10f; // adjusts linear damping time in llLookAt
4042 float RLAservo = 0f;
4043 Vector3 diff_axis;
4044 float diff_angle;
4045 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
4046 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
4047 Quaternion rtarget = new Quaternion();
4048
4049 if (m_APIDTarget.W == -99.9f)
4050 {
4051 // this is really a llLookAt(), x,y,z is the target vector
4052 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
4053 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
4054 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
4055 float twopi = 2.0f * (float)Math.PI;
4056 Vector3 dir = target - _position;
4057 dir.Normalize();
4058 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
4059 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
4060 float terot = (float)Math.Atan2(dir.Z, txy);
4061 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
4062 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
4063 float oerot = (float)Math.Atan2(ospin.Z, oxy);
4064 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
4065 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
4066 float roll = (float)Math.Atan2(ra, rb);
4067 float errorz = tzrot - ozrot;
4068 if (errorz > (float)Math.PI) errorz -= twopi;
4069 else if (errorz < -(float)Math.PI) errorz += twopi;
4070 float errory = oerot - terot;
4071 if (errory > (float)Math.PI) errory -= twopi;
4072 else if (errory < -(float)Math.PI) errory += twopi;
4073 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
4074 if (diff_angle > 0.01f * m_APIDdamper)
4075 {
4076 m_APIDdamper = 1.0f;
4077 RLAservo = timestep / m_APIDStrength * rscaler;
4078 errorz *= RLAservo;
4079 errory *= RLAservo;
4080 error.X = -roll * 8.0f;
4081 error.Y = errory;
4082 error.Z = errorz;
4083 error *= rotq;
4084 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
4085 }
4086 else
4087 {
4088 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4089 m_APIDdamper = 2.0f;
4090 }
4091 }
4092 else
4093 {
4094 // this is a llRotLookAt()
4095 rtarget = m_APIDTarget;
4096
4097 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
4098 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
4099 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
4100
4101 // diff_axis.Normalize(); it already is!
4102 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
4103 {
4104 m_APIDdamper = 1.0f;
4105 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
4106 rotforce = rotforce * rotq;
4107 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
4108 RLAservo = timestep / m_APIDStrength * lscaler;
4109 rotforce = rotforce * RLAservo * diff_angle;
4110 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
4111 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
4112 }
4113 else
4114 { // close enough
4115 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4116 m_APIDdamper = 2.0f;
4117 }
4118 } // end llLookAt/llRotLookAt
4119 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
4120 } // end m_useAPID
4121 } // end root prims
4122 } // end Move()
4123 } // end class
4124}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..712029e
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,384 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 try
113 {
114 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
115 RayCast(reqs[i]); // if there isn't anyone to send results
116 }
117 catch
118 {
119 //Fail silently
120 //This can genuinely happen because raycast requests are queued, and the actor may have
121 //been removed from the scene since it was queued
122 }
123 }
124 /*
125 foreach (ODERayCastRequest req in m_PendingRequests)
126 {
127 if (req.callbackMethod != null) // quick optimization here, don't raycast
128 RayCast(req); // if there isn't anyone to send results to
129
130 }
131 */
132 m_PendingRequests.Clear();
133 }
134 }
135
136 lock (m_contactResults)
137 m_contactResults.Clear();
138
139 return System.Environment.TickCount - time;
140 }
141
142 /// <summary>
143 /// Method that actually initiates the raycast
144 /// </summary>
145 /// <param name="req"></param>
146 private void RayCast(ODERayCastRequest req)
147 {
148 // Create the ray
149 IntPtr ray = d.CreateRay(m_scene.space, req.length);
150 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
151
152 // Collide test
153 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
154
155 // Remove Ray
156 d.GeomDestroy(ray);
157
158
159 // Define default results
160 bool hitYN = false;
161 uint hitConsumerID = 0;
162 float distance = 999999999999f;
163 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
164 Vector3 snormal = Vector3.Zero;
165
166 // Find closest contact and object.
167 lock (m_contactResults)
168 {
169 foreach (ContactResult cResult in m_contactResults)
170 {
171 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
172 {
173 closestcontact = cResult.Pos;
174 hitConsumerID = cResult.ConsumerID;
175 distance = cResult.Depth;
176 hitYN = true;
177 snormal = cResult.Normal;
178 }
179 }
180
181 m_contactResults.Clear();
182 }
183
184 // Return results
185 if (req.callbackMethod != null)
186 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
187 }
188
189 // This is the standard Near. Uses space AABBs to speed up detection.
190 private void near(IntPtr space, IntPtr g1, IntPtr g2)
191 {
192
193 //Don't test against heightfield Geom, or you'll be sorry!
194
195 /*
196 terminate called after throwing an instance of 'std::bad_alloc'
197 what(): std::bad_alloc
198 Stacktrace:
199
200 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
201 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
202 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
203 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
204 fffff>
205 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
206 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
207 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
208 0x00114>
209 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
210 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
211 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
212 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
213 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
214 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
215
216 Native stacktrace:
217
218 mono [0x80d2a42]
219 [0xb7f5840c]
220 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
221 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
222 /usr/lib/libstdc++.so.6 [0xb45fa865]
223 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
224 /usr/lib/libstdc++.so.6 [0xb45fa9da]
225 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
226 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
227 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
228 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
229 libode.so(dCollide+0x102) [0xb46571b2]
230 [0x95cfdec9]
231 [0x8ea07fe1]
232 [0xab260146]
233 libode.so [0xb465a5c4]
234 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
235 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
236 [0x95cf978e]
237 [0x8ea07945]
238 [0x95cf2bbc]
239 [0xab2787e7]
240 [0xab419fb3]
241 [0xab416657]
242 [0xab415bda]
243 [0xb609b08e]
244 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
245 mono [0x81a2f0f]
246 mono [0x81d28b6]
247 mono [0x81ea2c6]
248 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
249 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
250 */
251
252 // Exclude heightfield geom
253
254 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
255 return;
256 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
257 return;
258
259 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
260 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
261 {
262 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
263 return;
264
265 // Separating static prim geometry spaces.
266 // We'll be calling near recursivly if one
267 // of them is a space to find all of the
268 // contact points in the space
269 try
270 {
271 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
272 }
273 catch (AccessViolationException)
274 {
275 m_log.Warn("[PHYSICS]: Unable to collide test a space");
276 return;
277 }
278 //Colliding a space or a geom with a space or a geom. so drill down
279
280 //Collide all geoms in each space..
281 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
282 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
283 return;
284 }
285
286 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
287 return;
288
289 int count = 0;
290 try
291 {
292
293 if (g1 == g2)
294 return; // Can't collide with yourself
295
296 lock (contacts)
297 {
298 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
299 }
300 }
301 catch (SEHException)
302 {
303 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
304 }
305 catch (Exception e)
306 {
307 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
308 return;
309 }
310
311 PhysicsActor p1 = null;
312 PhysicsActor p2 = null;
313
314 if (g1 != IntPtr.Zero)
315 m_scene.actor_name_map.TryGetValue(g1, out p1);
316
317 if (g2 != IntPtr.Zero)
318 m_scene.actor_name_map.TryGetValue(g1, out p2);
319
320 // Loop over contacts, build results.
321 for (int i = 0; i < count; i++)
322 {
323 if (p1 != null) {
324 if (p1 is OdePrim)
325 {
326 ContactResult collisionresult = new ContactResult();
327
328 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
329 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
330 collisionresult.Depth = contacts[i].depth;
331 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
332 contacts[i].normal.Z);
333 lock (m_contactResults)
334 m_contactResults.Add(collisionresult);
335 }
336 }
337
338 if (p2 != null)
339 {
340 if (p2 is OdePrim)
341 {
342 ContactResult collisionresult = new ContactResult();
343
344 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
345 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
346 collisionresult.Depth = contacts[i].depth;
347 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
348 contacts[i].normal.Z);
349
350 lock (m_contactResults)
351 m_contactResults.Add(collisionresult);
352 }
353 }
354
355
356 }
357
358 }
359
360 /// <summary>
361 /// Dereference the creator scene so that it can be garbage collected if needed.
362 /// </summary>
363 internal void Dispose()
364 {
365 m_scene = null;
366 }
367 }
368
369 public struct ODERayCastRequest
370 {
371 public Vector3 Origin;
372 public Vector3 Normal;
373 public float length;
374 public RaycastCallback callbackMethod;
375 }
376
377 public struct ContactResult
378 {
379 public Vector3 Pos;
380 public float Depth;
381 public uint ConsumerID;
382 public Vector3 Normal;
383 }
384}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
new file mode 100644
index 0000000..b4a3c48
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -0,0 +1,48 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using OpenMetaverse;
30using Ode.NET;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenSim.Region.Physics.OdePlugin;
34
35namespace OpenSim.Region.Physics.OdePlugin
36{
37 class OdePhysicsJoint : PhysicsJoint
38 {
39 public override bool IsInPhysicsEngine
40 {
41 get
42 {
43 return (jointID != IntPtr.Zero);
44 }
45 }
46 public IntPtr jointID;
47 }
48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..00f5122
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3887 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 if (Util.IsWindows())
76 Util.LoadArchSpecificWindowsDll("ode.dll");
77
78 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
79 // http://opensimulator.org/mantis/view.php?id=2750).
80 d.InitODE();
81
82 _mScene = new OdeScene(ode, sceneIdentifier);
83 }
84 return (_mScene);
85 }
86
87 public string GetName()
88 {
89 return ("ChODE");
90 }
91
92 public void Dispose()
93 {
94 }
95 }
96
97 public enum StatusIndicators : int
98 {
99 Generic = 0,
100 Start = 1,
101 End = 2
102 }
103
104 public struct sCollisionData
105 {
106 public uint ColliderLocalId;
107 public uint CollidedWithLocalId;
108 public int NumberOfCollisions;
109 public int CollisionType;
110 public int StatusIndicator;
111 public int lastframe;
112 }
113
114 [Flags]
115 public enum CollisionCategories : int
116 {
117 Disabled = 0,
118 Geom = 0x00000001,
119 Body = 0x00000002,
120 Space = 0x00000004,
121 Character = 0x00000008,
122 Land = 0x00000010,
123 Water = 0x00000020,
124 Wind = 0x00000040,
125 Sensor = 0x00000080,
126 Selected = 0x00000100
127 }
128
129 /// <summary>
130 /// Material type for a primitive
131 /// </summary>
132 public enum Material : int
133 {
134 /// <summary></summary>
135 Stone = 0,
136 /// <summary></summary>
137 Metal = 1,
138 /// <summary></summary>
139 Glass = 2,
140 /// <summary></summary>
141 Wood = 3,
142 /// <summary></summary>
143 Flesh = 4,
144 /// <summary></summary>
145 Plastic = 5,
146 /// <summary></summary>
147 Rubber = 6
148
149 }
150
151 public sealed class OdeScene : PhysicsScene
152 {
153 private readonly ILog m_log;
154 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
155
156 CollisionLocker ode;
157
158 private Random fluidRandomizer = new Random(Environment.TickCount);
159
160 private const uint m_regionWidth = Constants.RegionSize;
161 private const uint m_regionHeight = Constants.RegionSize;
162
163 private float ODE_STEPSIZE = 0.020f;
164 private float metersInSpace = 29.9f;
165 private float m_timeDilation = 1.0f;
166
167 public float gravityx = 0f;
168 public float gravityy = 0f;
169 public float gravityz = -9.8f;
170
171 private float contactsurfacelayer = 0.001f;
172
173 private int worldHashspaceLow = -4;
174 private int worldHashspaceHigh = 128;
175
176 private int smallHashspaceLow = -4;
177 private int smallHashspaceHigh = 66;
178
179 private float waterlevel = 0f;
180 private int framecount = 0;
181 //private int m_returncollisions = 10;
182
183 private readonly IntPtr contactgroup;
184
185 internal IntPtr LandGeom;
186 internal IntPtr WaterGeom;
187
188 private float nmTerrainContactFriction = 255.0f;
189 private float nmTerrainContactBounce = 0.1f;
190 private float nmTerrainContactERP = 0.1025f;
191
192 private float mTerrainContactFriction = 75f;
193 private float mTerrainContactBounce = 0.1f;
194 private float mTerrainContactERP = 0.05025f;
195
196 private float nmAvatarObjectContactFriction = 250f;
197 private float nmAvatarObjectContactBounce = 0.1f;
198
199 private float mAvatarObjectContactFriction = 75f;
200 private float mAvatarObjectContactBounce = 0.1f;
201
202 private float avPIDD = 3200f;
203 private float avPIDP = 1400f;
204 private float avCapRadius = 0.37f;
205 private float avStandupTensor = 2000000f;
206 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
207 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
208 private float avDensity = 80f;
209 private float avHeightFudgeFactor = 0.52f;
210 private float avMovementDivisorWalk = 1.3f;
211 private float avMovementDivisorRun = 0.8f;
212 private float minimumGroundFlightOffset = 3f;
213 public float maximumMassObject = 10000.01f;
214
215 public bool meshSculptedPrim = true;
216 public bool forceSimplePrimMeshing = false;
217
218 public float meshSculptLOD = 32;
219 public float MeshSculptphysicalLOD = 16;
220
221 public float geomDefaultDensity = 10.000006836f;
222
223 public int geomContactPointsStartthrottle = 3;
224 public int geomUpdatesPerThrottledUpdate = 15;
225
226 public float bodyPIDD = 35f;
227 public float bodyPIDG = 25;
228
229 public int geomCrossingFailuresBeforeOutofbounds = 5;
230 public float geomRegionFence = 0.0f;
231
232 public float bodyMotorJointMaxforceTensor = 2;
233
234 public int bodyFramesAutoDisable = 20;
235
236 private DateTime m_lastframe = DateTime.UtcNow;
237
238 private float[] _watermap;
239 private bool m_filterCollisions = true;
240
241 private d.NearCallback nearCallback;
242 public d.TriCallback triCallback;
243 public d.TriArrayCallback triArrayCallback;
244 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
245 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
246 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
247 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
248 private readonly Object _taintedPrimLock = new Object();
249 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
250 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
251 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
252 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
253 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
254 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
255 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
256 private bool m_NINJA_physics_joints_enabled = false;
257 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
258 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
259 private d.ContactGeom[] contacts;
260 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
261 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
262 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
263 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
264 private Object externalJointRequestsLock = new Object();
265 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
266 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
267 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
268 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
269
270 private d.Contact ContactCopy; // local copy that can be modified
271 private d.Contact TerrainContact;
272 private d.Contact AvatarStaticprimContact; // was 'contact'
273 private d.Contact AvatarMovementprimContact;
274 private d.Contact AvatarMovementTerrainContact;
275 private d.Contact WaterContact;
276 private d.Contact[,] m_materialContacts;
277
278//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
279//Ckrinke private int m_randomizeWater = 200;
280 private int m_physicsiterations = 10;
281 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
282 private readonly PhysicsActor PANull = new NullPhysicsActor();
283 private float step_time = 0.0f;
284//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
285//Ckrinke private int ms = 0;
286 public IntPtr world;
287 //private bool returncollisions = false;
288 // private uint obj1LocalID = 0;
289 private uint obj2LocalID = 0;
290 //private int ctype = 0;
291 private OdeCharacter cc1;
292 private OdePrim cp1;
293 private OdeCharacter cc2;
294 private OdePrim cp2;
295 //private int cStartStop = 0;
296 //private string cDictKey = "";
297
298 public IntPtr space;
299
300 //private IntPtr tmpSpace;
301 // split static geometry collision handling into spaces of 30 meters
302 public IntPtr[,] staticPrimspace;
303
304 public Object OdeLock;
305
306 public IMesher mesher;
307
308 private IConfigSource m_config;
309
310 public bool physics_logging = false;
311 public int physics_logging_interval = 0;
312 public bool physics_logging_append_existing_logfile = false;
313
314 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
315 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
316
317 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
318 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
319 // TODO: unused: private uint heightmapWidthSamples;
320 // TODO: unused: private uint heightmapHeightSamples;
321
322 private volatile int m_global_contactcount = 0;
323
324 private Vector3 m_worldOffset = Vector3.Zero;
325 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
326 private PhysicsScene m_parentScene = null;
327
328 private ODERayCastRequestManager m_rayCastManager;
329
330 /// <summary>
331 /// Initiailizes the scene
332 /// Sets many properties that ODE requires to be stable
333 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
334 /// </summary>
335 public OdeScene(CollisionLocker dode, string sceneIdentifier)
336 {
337 m_log
338 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
339
340 OdeLock = new Object();
341 ode = dode;
342 nearCallback = near;
343 triCallback = TriCallback;
344 triArrayCallback = TriArrayCallback;
345 m_rayCastManager = new ODERayCastRequestManager(this);
346 lock (OdeLock)
347 {
348 // Create the world and the first space
349 world = d.WorldCreate();
350 space = d.HashSpaceCreate(IntPtr.Zero);
351
352
353 contactgroup = d.JointGroupCreate(0);
354 //contactgroup
355
356 d.WorldSetAutoDisableFlag(world, false);
357 #if USE_DRAWSTUFF
358
359 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
360 viewthread.Start();
361 #endif
362 }
363
364
365 _watermap = new float[258 * 258];
366
367 // Zero out the prim spaces array (we split our space into smaller spaces so
368 // we can hit test less.
369 }
370
371#if USE_DRAWSTUFF
372 public void startvisualization(object o)
373 {
374 ds.Functions fn;
375 fn.version = ds.VERSION;
376 fn.start = new ds.CallbackFunction(start);
377 fn.step = new ds.CallbackFunction(step);
378 fn.command = new ds.CallbackFunction(command);
379 fn.stop = null;
380 fn.path_to_textures = "./textures";
381 string[] args = new string[0];
382 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
383 }
384#endif
385
386 // Initialize the mesh plugin
387 public override void Initialise(IMesher meshmerizer, IConfigSource config)
388 {
389 mesher = meshmerizer;
390 m_config = config;
391 // Defaults
392
393 if (Environment.OSVersion.Platform == PlatformID.Unix)
394 {
395 avPIDD = 3200.0f;
396 avPIDP = 1400.0f;
397 avStandupTensor = 2000000f;
398 }
399 else
400 {
401 avPIDD = 2200.0f;
402 avPIDP = 900.0f;
403 avStandupTensor = 550000f;
404 }
405
406 int contactsPerCollision = 80;
407
408 if (m_config != null)
409 {
410 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
411 if (physicsconfig != null)
412 {
413 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
414 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
415 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
416
417 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
418 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
419
420 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
421 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
422 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
423
424 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
425
426 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
427 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
428 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
429
430 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
431 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
432 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
433
434 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
435 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
436
437 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
438 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
439
440 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
441 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
442
443 avDensity = physicsconfig.GetFloat("av_density", 80f);
444 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
445 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
446 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
447 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
448 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
449
450 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
451
452 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
453 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
454 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
455 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
456
457 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
458 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
459
460 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
461 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
462
463 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
464 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
465 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
466 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
467 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
468
469 if (Environment.OSVersion.Platform == PlatformID.Unix)
470 {
471 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
472 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
473 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
474 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
475 }
476 else
477 {
478 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
479 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
480 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
481 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
482 }
483
484 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
485 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
486 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
487
488 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
489 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
490 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
491 }
492 }
493
494 contacts = new d.ContactGeom[contactsPerCollision];
495
496 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
497
498 // Avatar static on a Prim parameters
499 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
500 AvatarStaticprimContact.surface.mu = 255.0f;
501 AvatarStaticprimContact.surface.bounce = 0.0f;
502 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
503 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
504
505 // Avatar moving on a Prim parameters
506 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
507 AvatarMovementprimContact.surface.mu = 255.0f;
508 AvatarMovementprimContact.surface.bounce = 0.0f;
509 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
510 AvatarMovementprimContact.surface.soft_erp = 0.3f;
511
512 // Static Avatar on Terrain parameters
513 // Keeps Avatar in place better
514 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
515 TerrainContact.surface.mu = 255.0f;
516 TerrainContact.surface.bounce = 0.0f;
517 TerrainContact.surface.soft_cfm = 0.0f;
518 TerrainContact.surface.soft_erp = 0.05f;
519
520 // Moving Avatar on Terrain parameters
521 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
522 AvatarMovementTerrainContact.surface.mu = 75f;
523 AvatarMovementTerrainContact.surface.bounce = 0.0f;
524 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
525 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
526
527 // Avatar or prim the the water, this may not be used, possibly water is same as air?
528 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
529 WaterContact.surface.mu = 0.0f; // No friction
530 WaterContact.surface.bounce = 0.0f; // No bounce
531 WaterContact.surface.soft_cfm = 0.010f;
532 WaterContact.surface.soft_erp = 0.010f;
533
534
535 // Prim static or moving on a prim, depends on material type
536 m_materialContacts = new d.Contact[7,2];
537 // V 1 = Sliding; 0 = static or fell onto
538 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
539 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
540 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
541 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
542 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
543 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
544
545 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
546 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
547 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
548 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
549 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
550 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
551
552 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
553 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
554 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
555 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
556 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
557 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
558
559 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
560 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
561 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
562 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
563 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
564 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
565
566 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
567 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
568 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
569 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
570 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
571 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
572
573 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
574 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
575 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
576 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
577 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
578 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
579
580 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
581 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
582 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
583 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
584 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
585 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
586
587 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
588 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
589 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
590 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
591 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
592 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
593
594 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
595 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
596 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
597 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
598 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
599 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
600
601 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
602 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
603 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
604 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
605 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
606 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
607
608 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
609 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
610 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
611 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
612 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
613 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
614
615 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
616 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
617 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
618 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
619 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
620 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
621
622 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
623 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
624 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
625 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
626 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
627 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
628
629 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
630 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
631 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
632 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
633 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
634 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
635
636 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
637
638 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
639
640 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
641 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
642
643
644 d.WorldSetLinearDampingThreshold(world, 256f);
645 d.WorldSetLinearDamping(world, 256f);
646// d.WorldSetLinearDampingThreshold(world, 0.01f);
647// d.WorldSetLinearDamping(world, 0.1f);
648 d.WorldSetAngularDampingThreshold(world, 256f);
649 d.WorldSetAngularDamping(world, 256f);
650 d.WorldSetMaxAngularSpeed(world, 256f);
651
652 // Set how many steps we go without running collision testing
653 // This is in addition to the step size.
654 // Essentially Steps * m_physicsiterations
655 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
656 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
657
658
659
660 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
661 {
662 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
663 {
664 staticPrimspace[i, j] = IntPtr.Zero;
665 }
666 }
667 }
668
669 internal void waitForSpaceUnlock(IntPtr space)
670 {
671 //if (space != IntPtr.Zero)
672 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
673 }
674
675 /// <summary>
676 /// Debug space message for printing the space that a prim/avatar is in.
677 /// </summary>
678 /// <param name="pos"></param>
679 /// <returns>Returns which split up space the given position is in.</returns>
680 public string whichspaceamIin(Vector3 pos)
681 {
682 return calculateSpaceForGeom(pos).ToString();
683 }
684
685 #region Collision Detection
686
687 /// <summary>
688 /// This is our near callback. A geometry is near a body
689 /// </summary>
690 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
691 /// <param name="g1">a geometry or space</param>
692 /// <param name="g2">another geometry or space</param>
693 private void near(IntPtr space, IntPtr g1, IntPtr g2)
694 {
695 // no lock here! It's invoked from within Simulate(), which is thread-locked
696
697 // Test if we're colliding a geom with a space.
698 // If so we have to drill down into the space recursively
699//Console.WriteLine("near -----------"); //##
700 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
701 {
702 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
703 return;
704
705 // Separating static prim geometry spaces.
706 // We'll be calling near recursivly if one
707 // of them is a space to find all of the
708 // contact points in the space
709 try
710 {
711 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
712 }
713 catch (AccessViolationException)
714 {
715 m_log.Warn("[PHYSICS]: Unable to collide test a space");
716 return;
717 }
718 //Colliding a space or a geom with a space or a geom. so drill down
719
720 //Collide all geoms in each space..
721 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
722 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
723 return;
724 }
725
726 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
727 return;
728
729 IntPtr b1 = d.GeomGetBody(g1);
730 IntPtr b2 = d.GeomGetBody(g2);
731
732 // d.GeomClassID id = d.GeomGetClass(g1);
733
734 String name1 = null;
735 String name2 = null;
736
737 if (!geom_name_map.TryGetValue(g1, out name1))
738 {
739 name1 = "null";
740 }
741 if (!geom_name_map.TryGetValue(g2, out name2))
742 {
743 name2 = "null";
744 }
745
746 //if (id == d.GeomClassId.TriMeshClass)
747 //{
748 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
749 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
750 //}
751
752 // Figure out how many contact points we have
753 int count = 0;
754 try
755 {
756 // Colliding Geom To Geom
757 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
758
759 if (g1 == g2)
760 return; // Can't collide with yourself
761
762 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
763 return;
764
765 lock (contacts)
766 {
767 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
768 if (count > contacts.Length)
769 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
770 }
771 }
772 catch (SEHException)
773 {
774 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
775 ode.drelease(world);
776 base.TriggerPhysicsBasedRestart();
777 }
778 catch (Exception e)
779 {
780 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
781 return;
782 }
783
784 PhysicsActor p1;
785 PhysicsActor p2;
786
787 if (!actor_name_map.TryGetValue(g1, out p1))
788 {
789 p1 = PANull;
790 }
791
792 if (!actor_name_map.TryGetValue(g2, out p2))
793 {
794 p2 = PANull;
795 }
796
797 ContactPoint maxDepthContact = new ContactPoint();
798 if (p1.CollisionScore + count >= float.MaxValue)
799 p1.CollisionScore = 0;
800 p1.CollisionScore += count;
801
802 if (p2.CollisionScore + count >= float.MaxValue)
803 p2.CollisionScore = 0;
804 p2.CollisionScore += count;
805 for (int i = 0; i < count; i++)
806 {
807 d.ContactGeom curContact = contacts[i];
808
809 if (curContact.depth > maxDepthContact.PenetrationDepth)
810 {
811 maxDepthContact = new ContactPoint(
812 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
813 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
814 curContact.depth
815 );
816 }
817
818 //m_log.Warn("[CCOUNT]: " + count);
819 IntPtr joint;
820 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
821 // allows us to have different settings
822
823 // We only need to test p2 for 'jump crouch purposes'
824 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
825 {
826 // Testing if the collision is at the feet of the avatar
827
828 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
829//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
830//#@ p2.IsColliding = true;
831 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
832 p2.IsColliding = true; //##
833 }else{
834
835 } //##
836 }
837 else
838 {
839 p2.IsColliding = true;
840 }
841
842 //if ((framecount % m_returncollisions) == 0)
843
844 switch (p1.PhysicsActorType)
845 {
846 case (int)ActorTypes.Agent:
847 p2.CollidingObj = true;
848 break;
849 case (int)ActorTypes.Prim:
850 if (p2.Velocity.LengthSquared() > 0.0f)
851 p2.CollidingObj = true;
852 break;
853 case (int)ActorTypes.Unknown:
854 p2.CollidingGround = true;
855 break;
856 default:
857 p2.CollidingGround = true;
858 break;
859 }
860
861 // we don't want prim or avatar to explode
862
863 #region InterPenetration Handling - Unintended physics explosions
864# region disabled code1
865
866 if (curContact.depth >= 0.08f)
867 {
868 //This is disabled at the moment only because it needs more tweaking
869 //It will eventually be uncommented
870 /*
871 if (AvatarStaticprimContact.depth >= 1.00f)
872 {
873 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
874 }
875
876 //If you interpenetrate a prim with an agent
877 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
878 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
879 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
880 p2.PhysicsActorType == (int) ActorTypes.Prim))
881 {
882
883 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
884 /*
885 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
886 {
887 p2.CollidingObj = true;
888 AvatarStaticprimContact.depth = 0.003f;
889 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
890 OdeCharacter character = (OdeCharacter) p2;
891 character.SetPidStatus(true);
892 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2));
893
894 }
895 else
896 {
897
898 //AvatarStaticprimContact.depth = 0.0000000f;
899 }
900 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
901 {
902
903 p1.CollidingObj = true;
904 AvatarStaticprimContact.depth = 0.003f;
905 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
906 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2));
907 OdeCharacter character = (OdeCharacter)p1;
908 character.SetPidStatus(true);
909 }
910 else
911 {
912
913 //AvatarStaticprimContact.depth = 0.0000000f;
914 }
915
916
917
918 }
919*/
920 // If you interpenetrate a prim with another prim
921 /*
922 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
923 {
924 #region disabledcode2
925 //OdePrim op1 = (OdePrim)p1;
926 //OdePrim op2 = (OdePrim)p2;
927 //op1.m_collisionscore++;
928 //op2.m_collisionscore++;
929
930 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
931 //{
932 //op1.m_taintdisable = true;
933 //AddPhysicsActorTaint(p1);
934 //op2.m_taintdisable = true;
935 //AddPhysicsActorTaint(p2);
936 //}
937
938 //if (AvatarStaticprimContact.depth >= 0.25f)
939 //{
940 // Don't collide, one or both prim will expld.
941
942 //op1.m_interpenetrationcount++;
943 //op2.m_interpenetrationcount++;
944 //interpenetrations_before_disable = 200;
945 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
946 //{
947 //op1.m_taintdisable = true;
948 //AddPhysicsActorTaint(p1);
949 //}
950 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
951 //{
952 // op2.m_taintdisable = true;
953 //AddPhysicsActorTaint(p2);
954 //}
955
956 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
957 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
958 //}
959 //if (op1.m_disabled || op2.m_disabled)
960 //{
961 //Manually disabled objects stay disabled
962 //AvatarStaticprimContact.depth = 0f;
963 //}
964 #endregion
965 }
966 */
967#endregion
968 if (curContact.depth >= 1.00f)
969 {
970 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
971 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
972 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
973 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
974 p2.PhysicsActorType == (int) ActorTypes.Unknown))
975 {
976 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
977 {
978 if (p2 is OdeCharacter)
979 {
980 OdeCharacter character = (OdeCharacter) p2;
981
982 //p2.CollidingObj = true;
983 curContact.depth = 0.00000003f;
984 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
985 curContact.pos =
986 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
987 curContact.pos.Y + (p1.Size.Y/2),
988 curContact.pos.Z + (p1.Size.Z/2));
989 character.SetPidStatus(true);
990 }
991 }
992
993
994 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
995 {
996 if (p1 is OdeCharacter)
997 {
998 OdeCharacter character = (OdeCharacter) p1;
999
1000 //p2.CollidingObj = true;
1001 curContact.depth = 0.00000003f;
1002 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1003 curContact.pos =
1004 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1005 curContact.pos.Y + (p1.Size.Y/2),
1006 curContact.pos.Z + (p1.Size.Z/2));
1007 character.SetPidStatus(true);
1008 }
1009 }
1010 }
1011 }
1012 }
1013
1014 #endregion
1015
1016 // Logic for collision handling
1017 // Note, that if *all* contacts are skipped (VolumeDetect)
1018 // The prim still detects (and forwards) collision events but
1019 // appears to be phantom for the world
1020 Boolean skipThisContact = false;
1021
1022 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1026 skipThisContact = true; // No collision on volume detect prims
1027
1028 if (!skipThisContact && curContact.depth < 0f)
1029 skipThisContact = true;
1030
1031 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1032 skipThisContact = true;
1033
1034 const int maxContactsbeforedeath = 4000;
1035 joint = IntPtr.Zero;
1036
1037 if (!skipThisContact)
1038 {
1039 // Add contact joints with materials params----------------------------------
1040 // p1 is what is being hit, p2 is the physical object doing the hitting
1041 int material = (int) Material.Wood;
1042 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1043 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1044
1045 // If we're colliding against terrain
1046 if (name1 == "Terrain" || name2 == "Terrain")
1047 {
1048 // If we're moving
1049 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1050 {
1051 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1052 AvatarMovementTerrainContact.geom = curContact;
1053 _perloopContact.Add(curContact);
1054 if (m_global_contactcount < maxContactsbeforedeath)
1055 {
1056 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1057 m_global_contactcount++;
1058 }
1059 }
1060 else
1061 {
1062 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1063 {
1064 //$ Av standing on terrain, Use the non moving Avata terrain contact
1065 TerrainContact.geom = curContact;
1066 _perloopContact.Add(curContact);
1067 if (m_global_contactcount < maxContactsbeforedeath)
1068 {
1069 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1070 m_global_contactcount++;
1071 }
1072 }
1073 else
1074 {
1075 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1076 {
1077 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1078 // int pj294950 = 0;
1079 // prim terrain contact
1080
1081 if (p2 is OdePrim)
1082 material = ((OdePrim)p2).m_material;
1083 //m_log.DebugFormat("Material: {0}", material);
1084 m_materialContacts[material, movintYN].geom = curContact;
1085 _perloopContact.Add(curContact);
1086
1087 if (m_global_contactcount < maxContactsbeforedeath)
1088 {
1089 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1090 m_global_contactcount++;
1091
1092 }
1093
1094 }
1095 else
1096 {
1097 //$ prim on terrain contact
1098 if (p2 is OdePrim)
1099 material = ((OdePrim)p2).m_material;
1100 //m_log.DebugFormat("Material: {0}", material);
1101 m_materialContacts[material, movintYN].geom = curContact;
1102 _perloopContact.Add(curContact);
1103
1104 ContactCopy = m_materialContacts[material, movintYN];
1105 if(movintYN == 1)
1106 {
1107 // prevent excessive slide on terrain
1108 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1109 }
1110
1111 if (m_global_contactcount < maxContactsbeforedeath)
1112 {
1113 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1114 m_global_contactcount++;
1115 }
1116 }
1117 }
1118 }
1119 }
1120 else if (name1 == "Water" || name2 == "Water")
1121 {
1122 //$ This never happens! Perhaps water is treated like air?
1123 /*
1124 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1125 {
1126 }
1127 else
1128 {
1129 }
1130 */
1131 //WaterContact.surface.soft_cfm = 0.0000f;
1132 //WaterContact.surface.soft_erp = 0.00000f;
1133 if (curContact.depth > 0.1f)
1134 {
1135 curContact.depth *= 52;
1136 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1137 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1138 }
1139 WaterContact.geom = curContact;
1140 _perloopContact.Add(curContact);
1141 if (m_global_contactcount < maxContactsbeforedeath)
1142 {
1143 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1144 m_global_contactcount++;
1145 }
1146 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1147 }
1148 else
1149 {
1150
1151 // no terrain and no water, we're colliding with prim or avatar
1152 // check if we're moving
1153 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1154 {
1155 //$ Avatar on Prim or other Avatar
1156 if (movintYN == 1)
1157 {
1158 // Use the AV Movement / prim contact
1159 AvatarMovementprimContact.geom = curContact;
1160 _perloopContact.Add(curContact);
1161 if (m_global_contactcount < maxContactsbeforedeath)
1162 {
1163 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1164 m_global_contactcount++;
1165 }
1166 }
1167 else
1168 {
1169 // Use the Av non movement / prim contact
1170 AvatarStaticprimContact.geom = curContact;
1171 _perloopContact.Add(curContact);
1172 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1173
1174 if (m_global_contactcount < maxContactsbeforedeath)
1175 {
1176 if (curContact.depth > 0.2)
1177 { // embedded, eject slowly
1178 ContactCopy.surface.soft_erp = 0.1f;
1179 ContactCopy.surface.soft_cfm = 0.1f;
1180 }
1181 else
1182 { // keep on the surface
1183 ContactCopy.surface.soft_erp = 0.3f;
1184 ContactCopy.surface.soft_cfm = 0.0f;
1185 }
1186 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1187 m_global_contactcount++;
1188 }
1189 }
1190 }
1191 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1192 {
1193 //$ Prim on Prim
1194 //p1.PhysicsActorType
1195
1196 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1197 //m_log.DebugFormat("Material: {0}", material);
1198
1199 m_materialContacts[material, movintYN].geom = curContact;
1200 _perloopContact.Add(curContact);
1201
1202 if (m_global_contactcount < maxContactsbeforedeath)
1203 {
1204 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1205 m_global_contactcount++;
1206 }
1207 }
1208 }
1209
1210 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1211 {
1212 d.JointAttach(joint, b1, b2);
1213 m_global_contactcount++;
1214 }
1215
1216 }
1217 collision_accounting_events(p1, p2, maxDepthContact);
1218 if (count > geomContactPointsStartthrottle)
1219 {
1220 // If there are more then 3 contact points, it's likely
1221 // that we've got a pile of objects, so ...
1222 // We don't want to send out hundreds of terse updates over and over again
1223 // so lets throttle them and send them again after it's somewhat sorted out.
1224 p2.ThrottleUpdates = true;
1225 }
1226 //m_log.Debug(count.ToString());
1227 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1228 } // end for i.. loop
1229 } // end near
1230
1231 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1232 {
1233 bool result = false;
1234 //return result;
1235 if (!m_filterCollisions)
1236 return false;
1237
1238 ActorTypes at = (ActorTypes)atype;
1239 lock (_perloopContact)
1240 {
1241 foreach (d.ContactGeom contact in _perloopContact)
1242 {
1243 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1244 //{
1245 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1246 if (at == ActorTypes.Agent)
1247 {
1248 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1249 {
1250
1251 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1252 {
1253 //contactGeom.depth *= .00005f;
1254 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1255 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1256 result = true;
1257 break;
1258 }
1259 else
1260 {
1261 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1262 }
1263 }
1264 else
1265 {
1266 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1267 //int i = 0;
1268 }
1269 }
1270 else if (at == ActorTypes.Prim)
1271 {
1272 //d.AABB aabb1 = new d.AABB();
1273 //d.AABB aabb2 = new d.AABB();
1274
1275 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1276 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1277 //aabb1.
1278 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1279 {
1280 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1281 {
1282 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1283 {
1284 result = true;
1285 break;
1286 }
1287 }
1288 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1289 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1290 }
1291
1292 }
1293
1294 //}
1295
1296 }
1297 }
1298 return result;
1299 }
1300
1301 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1302 {
1303 // obj1LocalID = 0;
1304 //returncollisions = false;
1305 obj2LocalID = 0;
1306 //ctype = 0;
1307 //cStartStop = 0;
1308 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1309 return;
1310
1311 switch ((ActorTypes)p2.PhysicsActorType)
1312 {
1313 case ActorTypes.Agent:
1314 cc2 = (OdeCharacter)p2;
1315
1316 // obj1LocalID = cc2.m_localID;
1317 switch ((ActorTypes)p1.PhysicsActorType)
1318 {
1319 case ActorTypes.Agent:
1320 cc1 = (OdeCharacter)p1;
1321 obj2LocalID = cc1.m_localID;
1322 cc1.AddCollisionEvent(cc2.m_localID, contact);
1323 //ctype = (int)CollisionCategories.Character;
1324
1325 //if (cc1.CollidingObj)
1326 //cStartStop = (int)StatusIndicators.Generic;
1327 //else
1328 //cStartStop = (int)StatusIndicators.Start;
1329
1330 //returncollisions = true;
1331 break;
1332 case ActorTypes.Prim:
1333 if (p1 is OdePrim)
1334 {
1335 cp1 = (OdePrim) p1;
1336 obj2LocalID = cp1.m_localID;
1337 cp1.AddCollisionEvent(cc2.m_localID, contact);
1338 }
1339 //ctype = (int)CollisionCategories.Geom;
1340
1341 //if (cp1.CollidingObj)
1342 //cStartStop = (int)StatusIndicators.Generic;
1343 //else
1344 //cStartStop = (int)StatusIndicators.Start;
1345
1346 //returncollisions = true;
1347 break;
1348
1349 case ActorTypes.Ground:
1350 case ActorTypes.Unknown:
1351 obj2LocalID = 0;
1352 //ctype = (int)CollisionCategories.Land;
1353 //returncollisions = true;
1354 break;
1355 }
1356
1357 cc2.AddCollisionEvent(obj2LocalID, contact);
1358 break;
1359 case ActorTypes.Prim:
1360
1361 if (p2 is OdePrim)
1362 {
1363 cp2 = (OdePrim) p2;
1364
1365 // obj1LocalID = cp2.m_localID;
1366 switch ((ActorTypes) p1.PhysicsActorType)
1367 {
1368 case ActorTypes.Agent:
1369 if (p1 is OdeCharacter)
1370 {
1371 cc1 = (OdeCharacter) p1;
1372 obj2LocalID = cc1.m_localID;
1373 cc1.AddCollisionEvent(cp2.m_localID, contact);
1374 //ctype = (int)CollisionCategories.Character;
1375
1376 //if (cc1.CollidingObj)
1377 //cStartStop = (int)StatusIndicators.Generic;
1378 //else
1379 //cStartStop = (int)StatusIndicators.Start;
1380 //returncollisions = true;
1381 }
1382 break;
1383 case ActorTypes.Prim:
1384
1385 if (p1 is OdePrim)
1386 {
1387 cp1 = (OdePrim) p1;
1388 obj2LocalID = cp1.m_localID;
1389 cp1.AddCollisionEvent(cp2.m_localID, contact);
1390 //ctype = (int)CollisionCategories.Geom;
1391
1392 //if (cp1.CollidingObj)
1393 //cStartStop = (int)StatusIndicators.Generic;
1394 //else
1395 //cStartStop = (int)StatusIndicators.Start;
1396
1397 //returncollisions = true;
1398 }
1399 break;
1400
1401 case ActorTypes.Ground:
1402 case ActorTypes.Unknown:
1403 obj2LocalID = 0;
1404 //ctype = (int)CollisionCategories.Land;
1405
1406 //returncollisions = true;
1407 break;
1408 }
1409
1410 cp2.AddCollisionEvent(obj2LocalID, contact);
1411 }
1412 break;
1413 }
1414 //if (returncollisions)
1415 //{
1416
1417 //lock (m_storedCollisions)
1418 //{
1419 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1420 //if (m_storedCollisions.ContainsKey(cDictKey))
1421 //{
1422 //sCollisionData objd = m_storedCollisions[cDictKey];
1423 //objd.NumberOfCollisions += 1;
1424 //objd.lastframe = framecount;
1425 //m_storedCollisions[cDictKey] = objd;
1426 //}
1427 //else
1428 //{
1429 //sCollisionData objd = new sCollisionData();
1430 //objd.ColliderLocalId = obj1LocalID;
1431 //objd.CollidedWithLocalId = obj2LocalID;
1432 //objd.CollisionType = ctype;
1433 //objd.NumberOfCollisions = 1;
1434 //objd.lastframe = framecount;
1435 //objd.StatusIndicator = cStartStop;
1436 //m_storedCollisions.Add(cDictKey, objd);
1437 //}
1438 //}
1439 // }
1440 }
1441
1442 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1443 {
1444 /* String name1 = null;
1445 String name2 = null;
1446
1447 if (!geom_name_map.TryGetValue(trimesh, out name1))
1448 {
1449 name1 = "null";
1450 }
1451 if (!geom_name_map.TryGetValue(refObject, out name2))
1452 {
1453 name2 = "null";
1454 }
1455
1456 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1457 */
1458 return 1;
1459 }
1460
1461 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1462 {
1463 String name1 = null;
1464 String name2 = null;
1465
1466 if (!geom_name_map.TryGetValue(trimesh, out name1))
1467 {
1468 name1 = "null";
1469 }
1470
1471 if (!geom_name_map.TryGetValue(refObject, out name2))
1472 {
1473 name2 = "null";
1474 }
1475
1476 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1477
1478 d.Vector3 v0 = new d.Vector3();
1479 d.Vector3 v1 = new d.Vector3();
1480 d.Vector3 v2 = new d.Vector3();
1481
1482 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1483 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1484
1485 return 1;
1486 }
1487
1488 /// <summary>
1489 /// This is our collision testing routine in ODE
1490 /// </summary>
1491 /// <param name="timeStep"></param>
1492 private void collision_optimized(float timeStep)
1493 {
1494 _perloopContact.Clear();
1495
1496 lock (_characters)
1497 {
1498 foreach (OdeCharacter chr in _characters)
1499 {
1500 // Reset the collision values to false
1501 // since we don't know if we're colliding yet
1502
1503 // For some reason this can happen. Don't ask...
1504 //
1505 if (chr == null)
1506 continue;
1507
1508 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1509 continue;
1510
1511 chr.IsColliding = false;
1512 chr.CollidingGround = false;
1513 chr.CollidingObj = false;
1514
1515 // test the avatar's geometry for collision with the space
1516 // This will return near and the space that they are the closest to
1517 // And we'll run this again against the avatar and the space segment
1518 // This will return with a bunch of possible objects in the space segment
1519 // and we'll run it again on all of them.
1520 try
1521 {
1522 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1523 }
1524 catch (AccessViolationException)
1525 {
1526 m_log.Warn("[PHYSICS]: Unable to space collide");
1527 }
1528 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1529 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1530 //{
1531 //chr.Position.Z = terrainheight + 10.0f;
1532 //forcedZ = true;
1533 //}
1534 }
1535 }
1536
1537 lock (_activeprims)
1538 {
1539 List<OdePrim> removeprims = null;
1540 foreach (OdePrim chr in _activeprims)
1541 {
1542 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
1543 {
1544 try
1545 {
1546 lock (chr)
1547 {
1548 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1549 {
1550 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1551 }
1552 else
1553 {
1554 if (removeprims == null)
1555 {
1556 removeprims = new List<OdePrim>();
1557 }
1558 removeprims.Add(chr);
1559 /// Commented this because it triggers on every bullet
1560 //m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1561 }
1562 }
1563 }
1564 catch (AccessViolationException)
1565 {
1566 m_log.Warn("[PHYSICS]: Unable to space collide");
1567 }
1568 }
1569 }
1570 if (removeprims != null)
1571 {
1572 foreach (OdePrim chr in removeprims)
1573 {
1574 _activeprims.Remove(chr);
1575 }
1576 }
1577 }
1578
1579 _perloopContact.Clear();
1580 }
1581
1582 #endregion
1583
1584 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1585 {
1586 m_worldOffset = offset;
1587 WorldExtents = new Vector2(extents.X, extents.Y);
1588 m_parentScene = pScene;
1589
1590 }
1591
1592 // Recovered for use by fly height. Kitto Flora
1593 public float GetTerrainHeightAtXY(float x, float y)
1594 {
1595
1596 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1597 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1598
1599 IntPtr heightFieldGeom = IntPtr.Zero;
1600
1601 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1602 {
1603 if (heightFieldGeom != IntPtr.Zero)
1604 {
1605 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1606 {
1607
1608 int index;
1609
1610
1611 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1612 (int)x < 0.001f || (int)y < 0.001f)
1613 return 0;
1614
1615 x = x - offsetX;
1616 y = y - offsetY;
1617
1618 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1619
1620 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1621 {
1622 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1623 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1624 }
1625
1626 else
1627 return 0f;
1628 }
1629 else
1630 {
1631 return 0f;
1632 }
1633
1634 }
1635 else
1636 {
1637 return 0f;
1638 }
1639
1640 }
1641 else
1642 {
1643 return 0f;
1644 }
1645
1646
1647 }
1648// End recovered. Kitto Flora
1649
1650 public void addCollisionEventReporting(PhysicsActor obj)
1651 {
1652 lock (_collisionEventPrim)
1653 {
1654 if (!_collisionEventPrim.Contains(obj))
1655 _collisionEventPrim.Add(obj);
1656 }
1657 }
1658
1659 public void remCollisionEventReporting(PhysicsActor obj)
1660 {
1661 lock (_collisionEventPrim)
1662 {
1663 if (!_collisionEventPrim.Contains(obj))
1664 _collisionEventPrim.Remove(obj);
1665 }
1666 }
1667
1668 #region Add/Remove Entities
1669
1670 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1671 {
1672 Vector3 pos;
1673 pos.X = position.X;
1674 pos.Y = position.Y;
1675 pos.Z = position.Z;
1676 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1677 newAv.Flying = isFlying;
1678 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1679
1680 return newAv;
1681 }
1682
1683 public void AddCharacter(OdeCharacter chr)
1684 {
1685 lock (_characters)
1686 {
1687 if (!_characters.Contains(chr))
1688 {
1689 _characters.Add(chr);
1690 if (chr.bad)
1691 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1692 }
1693 }
1694 }
1695
1696 public void RemoveCharacter(OdeCharacter chr)
1697 {
1698 lock (_characters)
1699 {
1700 if (_characters.Contains(chr))
1701 {
1702 _characters.Remove(chr);
1703 }
1704 }
1705 }
1706 public void BadCharacter(OdeCharacter chr)
1707 {
1708 lock (_badCharacter)
1709 {
1710 if (!_badCharacter.Contains(chr))
1711 _badCharacter.Add(chr);
1712 }
1713 }
1714
1715 public override void RemoveAvatar(PhysicsActor actor)
1716 {
1717 //m_log.Debug("[PHYSICS]:ODELOCK");
1718 ((OdeCharacter) actor).Destroy();
1719
1720 }
1721
1722 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1723 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, bool isphantom, byte shapetype, uint localid)
1724 {
1725
1726 Vector3 pos = position;
1727 Vector3 siz = size;
1728 Quaternion rot = rotation;
1729
1730 OdePrim newPrim;
1731 lock (OdeLock)
1732 {
1733 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, isphantom, shapetype, ode, localid);
1734
1735 lock (_prims)
1736 _prims.Add(newPrim);
1737 }
1738
1739 return newPrim;
1740 }
1741
1742
1743 public void addActivePrim(OdePrim activatePrim)
1744 {
1745 // adds active prim.. (ones that should be iterated over in collisions_optimized
1746 lock (_activeprims)
1747 {
1748 if (!_activeprims.Contains(activatePrim))
1749 _activeprims.Add(activatePrim);
1750 //else
1751 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1752 }
1753 }
1754
1755 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1756 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1757 {
1758 PhysicsActor result;
1759 IMesh mesh = null;
1760
1761 if (needsMeshing(pbs))
1762 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1763
1764 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical,false,0, localid);
1765
1766 return result;
1767 }
1768
1769 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1770 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1771 {
1772 PhysicsActor result;
1773 IMesh mesh = null;
1774
1775 if (needsMeshing(pbs))
1776 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1777
1778 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom,0, localid);
1779
1780 return result;
1781 }
1782
1783 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1784 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
1785 {
1786 PhysicsActor result;
1787 IMesh mesh = null;
1788
1789 if (needsMeshing(pbs))
1790 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1791
1792 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom, shapetype, localid);
1793
1794 return result;
1795 }
1796
1797 public override float TimeDilation
1798 {
1799 get { return m_timeDilation; }
1800 }
1801
1802 public override bool SupportsNINJAJoints
1803 {
1804 get { return m_NINJA_physics_joints_enabled; }
1805 }
1806
1807 // internal utility function: must be called within a lock (OdeLock)
1808 private void InternalAddActiveJoint(PhysicsJoint joint)
1809 {
1810 activeJoints.Add(joint);
1811 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1812 }
1813
1814 // internal utility function: must be called within a lock (OdeLock)
1815 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1816 {
1817 pendingJoints.Add(joint);
1818 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1819 }
1820
1821 // internal utility function: must be called within a lock (OdeLock)
1822 private void InternalRemovePendingJoint(PhysicsJoint joint)
1823 {
1824 pendingJoints.Remove(joint);
1825 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1826 }
1827
1828 // internal utility function: must be called within a lock (OdeLock)
1829 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1830 {
1831 activeJoints.Remove(joint);
1832 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1833 }
1834
1835 public override void DumpJointInfo()
1836 {
1837 string hdr = "[NINJA] JOINTINFO: ";
1838 foreach (PhysicsJoint j in pendingJoints)
1839 {
1840 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1841 }
1842 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1843 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1844 {
1845 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1846 }
1847 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1848 foreach (PhysicsJoint j in activeJoints)
1849 {
1850 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1851 }
1852 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1853 foreach (string jointName in SOPName_to_activeJoint.Keys)
1854 {
1855 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1856 }
1857 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1858
1859 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1860 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1861 foreach (string actorName in joints_connecting_actor.Keys)
1862 {
1863 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1864 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1865 {
1866 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1867 }
1868 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1869 }
1870 }
1871
1872 public override void RequestJointDeletion(string ObjectNameInScene)
1873 {
1874 lock (externalJointRequestsLock)
1875 {
1876 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1877 {
1878 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1879 }
1880 }
1881 }
1882
1883 private void DeleteRequestedJoints()
1884 {
1885 List<string> myRequestedJointsToBeDeleted;
1886 lock (externalJointRequestsLock)
1887 {
1888 // make a local copy of the shared list for processing (threading issues)
1889 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1890 }
1891
1892 foreach (string jointName in myRequestedJointsToBeDeleted)
1893 {
1894 lock (OdeLock)
1895 {
1896 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1897 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1898 {
1899 OdePhysicsJoint joint = null;
1900 if (SOPName_to_activeJoint.ContainsKey(jointName))
1901 {
1902 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1903 InternalRemoveActiveJoint(joint);
1904 }
1905 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1906 {
1907 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1908 InternalRemovePendingJoint(joint);
1909 }
1910
1911 if (joint != null)
1912 {
1913 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1914 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1915 {
1916 string bodyName = joint.BodyNames[iBodyName];
1917 if (bodyName != "NULL")
1918 {
1919 joints_connecting_actor[bodyName].Remove(joint);
1920 if (joints_connecting_actor[bodyName].Count == 0)
1921 {
1922 joints_connecting_actor.Remove(bodyName);
1923 }
1924 }
1925 }
1926
1927 DoJointDeactivated(joint);
1928 if (joint.jointID != IntPtr.Zero)
1929 {
1930 d.JointDestroy(joint.jointID);
1931 joint.jointID = IntPtr.Zero;
1932 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1933 }
1934 else
1935 {
1936 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1937 }
1938 }
1939 else
1940 {
1941 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1942 }
1943 }
1944 else
1945 {
1946 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1947 }
1948 }
1949 }
1950
1951 // remove processed joints from the shared list
1952 lock (externalJointRequestsLock)
1953 {
1954 foreach (string jointName in myRequestedJointsToBeDeleted)
1955 {
1956 requestedJointsToBeDeleted.Remove(jointName);
1957 }
1958 }
1959 }
1960
1961 // for pending joints we don't know if their associated bodies exist yet or not.
1962 // the joint is actually created during processing of the taints
1963 private void CreateRequestedJoints()
1964 {
1965 List<PhysicsJoint> myRequestedJointsToBeCreated;
1966 lock (externalJointRequestsLock)
1967 {
1968 // make a local copy of the shared list for processing (threading issues)
1969 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1970 }
1971
1972 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1973 {
1974 lock (OdeLock)
1975 {
1976 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1977 {
1978 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1979 continue;
1980 }
1981 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1982 {
1983 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1984 continue;
1985 }
1986
1987 InternalAddPendingJoint(joint as OdePhysicsJoint);
1988
1989 if (joint.BodyNames.Count >= 2)
1990 {
1991 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1992 {
1993 string bodyName = joint.BodyNames[iBodyName];
1994 if (bodyName != "NULL")
1995 {
1996 if (!joints_connecting_actor.ContainsKey(bodyName))
1997 {
1998 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1999 }
2000 joints_connecting_actor[bodyName].Add(joint);
2001 }
2002 }
2003 }
2004 }
2005 }
2006
2007 // remove processed joints from shared list
2008 lock (externalJointRequestsLock)
2009 {
2010 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2011 {
2012 requestedJointsToBeCreated.Remove(joint);
2013 }
2014 }
2015
2016 }
2017
2018 // public function to add an request for joint creation
2019 // this joint will just be added to a waiting list that is NOT processed during the main
2020 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2021
2022 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2023 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2024
2025 {
2026
2027 OdePhysicsJoint joint = new OdePhysicsJoint();
2028 joint.ObjectNameInScene = objectNameInScene;
2029 joint.Type = jointType;
2030 joint.Position = position;
2031 joint.Rotation = rotation;
2032 joint.RawParams = parms;
2033 joint.BodyNames = new List<string>(bodyNames);
2034 joint.TrackedBodyName = trackedBodyName;
2035 joint.LocalRotation = localRotation;
2036 joint.jointID = IntPtr.Zero;
2037 joint.ErrorMessageCount = 0;
2038
2039 lock (externalJointRequestsLock)
2040 {
2041 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2042 {
2043 requestedJointsToBeCreated.Add(joint);
2044 }
2045 }
2046 return joint;
2047 }
2048
2049 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2050 {
2051 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2052 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2053 {
2054
2055 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2056 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2057 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2058 {
2059 jointsToRemove.Add(j);
2060 }
2061 foreach (PhysicsJoint j in jointsToRemove)
2062 {
2063 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2064 RequestJointDeletion(j.ObjectNameInScene);
2065 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2066 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2067 }
2068 }
2069 }
2070
2071 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2072 {
2073 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2074 lock (OdeLock)
2075 {
2076 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2077 RemoveAllJointsConnectedToActor(actor);
2078 }
2079 }
2080
2081 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2082 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2083 {
2084 Debug.Assert(joint.IsInPhysicsEngine);
2085 d.Vector3 pos = new d.Vector3();
2086
2087 if (!(joint is OdePhysicsJoint))
2088 {
2089 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2090 }
2091 else
2092 {
2093 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2094 switch (odeJoint.Type)
2095 {
2096 case PhysicsJointType.Ball:
2097 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2098 break;
2099 case PhysicsJointType.Hinge:
2100 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2101 break;
2102 }
2103 }
2104 return new Vector3(pos.X, pos.Y, pos.Z);
2105 }
2106
2107 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2108 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2109 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2110 // keeping track of the joint's original orientation relative to one of the involved bodies.
2111 public override Vector3 GetJointAxis(PhysicsJoint joint)
2112 {
2113 Debug.Assert(joint.IsInPhysicsEngine);
2114 d.Vector3 axis = new d.Vector3();
2115
2116 if (!(joint is OdePhysicsJoint))
2117 {
2118 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2119 }
2120 else
2121 {
2122 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2123 switch (odeJoint.Type)
2124 {
2125 case PhysicsJointType.Ball:
2126 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2127 break;
2128 case PhysicsJointType.Hinge:
2129 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2130 break;
2131 }
2132 }
2133 return new Vector3(axis.X, axis.Y, axis.Z);
2134 }
2135
2136
2137 public void remActivePrim(OdePrim deactivatePrim)
2138 {
2139 lock (_activeprims)
2140 {
2141 _activeprims.Remove(deactivatePrim);
2142 }
2143 }
2144
2145 public override void RemovePrim(PhysicsActor prim)
2146 {
2147 if (prim is OdePrim)
2148 {
2149 lock (OdeLock)
2150 {
2151 OdePrim p = (OdePrim) prim;
2152
2153 p.setPrimForRemoval();
2154 AddPhysicsActorTaint(prim);
2155 //RemovePrimThreadLocked(p);
2156 }
2157 }
2158 }
2159
2160 /// <summary>
2161 /// This is called from within simulate but outside the locked portion
2162 /// We need to do our own locking here
2163 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2164 ///
2165 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2166 /// that the space was using.
2167 /// </summary>
2168 /// <param name="prim"></param>
2169 public void RemovePrimThreadLocked(OdePrim prim)
2170 {
2171//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2172 lock (prim)
2173 {
2174 remCollisionEventReporting(prim);
2175 lock (ode)
2176 {
2177 if (prim.prim_geom != IntPtr.Zero)
2178 {
2179 prim.ResetTaints();
2180
2181 try
2182 {
2183 if (prim._triMeshData != IntPtr.Zero)
2184 {
2185 d.GeomTriMeshDataDestroy(prim._triMeshData);
2186 prim._triMeshData = IntPtr.Zero;
2187 }
2188 }
2189 catch { };
2190
2191 if (prim.IsPhysical)
2192 {
2193 prim.disableBody();
2194 if (prim.childPrim)
2195 {
2196 prim.childPrim = false;
2197 prim.Body = IntPtr.Zero;
2198 prim.m_disabled = true;
2199 prim.IsPhysical = false;
2200 }
2201
2202 }
2203 // we don't want to remove the main space
2204
2205 // If the geometry is in the targetspace, remove it from the target space
2206 //m_log.Warn(prim.m_targetSpace);
2207
2208 //if (prim.m_targetSpace != IntPtr.Zero)
2209 //{
2210 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2211 //{
2212
2213 //if (d.GeomIsSpace(prim.m_targetSpace))
2214 //{
2215 //waitForSpaceUnlock(prim.m_targetSpace);
2216 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2217 prim.m_targetSpace = IntPtr.Zero;
2218 //}
2219 //else
2220 //{
2221 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2222 //((OdePrim)prim).m_targetSpace.ToString());
2223 //}
2224
2225 //}
2226 //}
2227 //m_log.Warn(prim.prim_geom);
2228 try
2229 {
2230 if (prim.prim_geom != IntPtr.Zero)
2231 {
2232
2233//string tPA;
2234//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2235//Console.WriteLine("**** Remove {0}", tPA);
2236 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2237 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2238 d.GeomDestroy(prim.prim_geom);
2239 prim.prim_geom = IntPtr.Zero;
2240 }
2241 else
2242 {
2243 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2244 }
2245 }
2246 catch (AccessViolationException)
2247 {
2248 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2249 }
2250 lock (_prims)
2251 _prims.Remove(prim);
2252
2253 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2254 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2255 //{
2256 //if (prim.m_targetSpace != null)
2257 //{
2258 //if (d.GeomIsSpace(prim.m_targetSpace))
2259 //{
2260 //waitForSpaceUnlock(prim.m_targetSpace);
2261 //d.SpaceRemove(space, prim.m_targetSpace);
2262 // free up memory used by the space.
2263 //d.SpaceDestroy(prim.m_targetSpace);
2264 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2265 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2266 //}
2267 //else
2268 //{
2269 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2270 //((OdePrim) prim).m_targetSpace.ToString());
2271 //}
2272 //}
2273 //}
2274
2275 if (SupportsNINJAJoints)
2276 {
2277 RemoveAllJointsConnectedToActorThreadLocked(prim);
2278 }
2279 }
2280 }
2281 }
2282 }
2283
2284 #endregion
2285
2286 #region Space Separation Calculation
2287
2288 /// <summary>
2289 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2290 /// </summary>
2291 /// <param name="pSpace"></param>
2292 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2293 {
2294 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2295 {
2296 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2297 {
2298 if (staticPrimspace[x, y] == pSpace)
2299 staticPrimspace[x, y] = IntPtr.Zero;
2300 }
2301 }
2302 }
2303
2304 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2305 {
2306 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2307 }
2308
2309 /// <summary>
2310 /// Called when a static prim moves. Allocates a space for the prim based on its position
2311 /// </summary>
2312 /// <param name="geom">the pointer to the geom that moved</param>
2313 /// <param name="pos">the position that the geom moved to</param>
2314 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2315 /// <returns>a pointer to the new space it's in</returns>
2316 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2317 {
2318 // Called from setting the Position and Size of an ODEPrim so
2319 // it's already in locked space.
2320
2321 // we don't want to remove the main space
2322 // we don't need to test physical here because this function should
2323 // never be called if the prim is physical(active)
2324
2325 // All physical prim end up in the root space
2326 //Thread.Sleep(20);
2327 if (currentspace != space)
2328 {
2329 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2330 //if (currentspace == IntPtr.Zero)
2331 //{
2332 //int adfadf = 0;
2333 //}
2334 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2335 {
2336 if (d.GeomIsSpace(currentspace))
2337 {
2338 waitForSpaceUnlock(currentspace);
2339 d.SpaceRemove(currentspace, geom);
2340 }
2341 else
2342 {
2343 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2344 " Geom:" + geom);
2345 }
2346 }
2347 else
2348 {
2349 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2350 if (sGeomIsIn != IntPtr.Zero)
2351 {
2352 if (d.GeomIsSpace(currentspace))
2353 {
2354 waitForSpaceUnlock(sGeomIsIn);
2355 d.SpaceRemove(sGeomIsIn, geom);
2356 }
2357 else
2358 {
2359 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2360 sGeomIsIn + " Geom:" + geom);
2361 }
2362 }
2363 }
2364
2365 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2366 if (d.SpaceGetNumGeoms(currentspace) == 0)
2367 {
2368 if (currentspace != IntPtr.Zero)
2369 {
2370 if (d.GeomIsSpace(currentspace))
2371 {
2372 waitForSpaceUnlock(currentspace);
2373 waitForSpaceUnlock(space);
2374 d.SpaceRemove(space, currentspace);
2375 // free up memory used by the space.
2376
2377 //d.SpaceDestroy(currentspace);
2378 resetSpaceArrayItemToZero(currentspace);
2379 }
2380 else
2381 {
2382 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2383 currentspace + " Geom:" + geom);
2384 }
2385 }
2386 }
2387 }
2388 else
2389 {
2390 // this is a physical object that got disabled. ;.;
2391 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2392 {
2393 if (d.SpaceQuery(currentspace, geom))
2394 {
2395 if (d.GeomIsSpace(currentspace))
2396 {
2397 waitForSpaceUnlock(currentspace);
2398 d.SpaceRemove(currentspace, geom);
2399 }
2400 else
2401 {
2402 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2403 currentspace + " Geom:" + geom);
2404 }
2405 }
2406 else
2407 {
2408 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2409 if (sGeomIsIn != IntPtr.Zero)
2410 {
2411 if (d.GeomIsSpace(sGeomIsIn))
2412 {
2413 waitForSpaceUnlock(sGeomIsIn);
2414 d.SpaceRemove(sGeomIsIn, geom);
2415 }
2416 else
2417 {
2418 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2419 sGeomIsIn + " Geom:" + geom);
2420 }
2421 }
2422 }
2423 }
2424 }
2425
2426 // The routines in the Position and Size sections do the 'inserting' into the space,
2427 // so all we have to do is make sure that the space that we're putting the prim into
2428 // is in the 'main' space.
2429 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2430 IntPtr newspace = calculateSpaceForGeom(pos);
2431
2432 if (newspace == IntPtr.Zero)
2433 {
2434 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2435 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2436 }
2437
2438 return newspace;
2439 }
2440
2441 /// <summary>
2442 /// Creates a new space at X Y
2443 /// </summary>
2444 /// <param name="iprimspaceArrItemX"></param>
2445 /// <param name="iprimspaceArrItemY"></param>
2446 /// <returns>A pointer to the created space</returns>
2447 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2448 {
2449 // creating a new space for prim and inserting it into main space.
2450 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2451 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2452 waitForSpaceUnlock(space);
2453 d.SpaceSetSublevel(space, 1);
2454 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2455 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2456 }
2457
2458 /// <summary>
2459 /// Calculates the space the prim should be in by its position
2460 /// </summary>
2461 /// <param name="pos"></param>
2462 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2463 public IntPtr calculateSpaceForGeom(Vector3 pos)
2464 {
2465 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2466 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2467 return staticPrimspace[xyspace[0], xyspace[1]];
2468 }
2469
2470 /// <summary>
2471 /// Holds the space allocation logic
2472 /// </summary>
2473 /// <param name="pos"></param>
2474 /// <returns>an array item based on the position</returns>
2475 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2476 {
2477 int[] returnint = new int[2];
2478
2479 returnint[0] = (int) (pos.X/metersInSpace);
2480
2481 if (returnint[0] > ((int) (259f/metersInSpace)))
2482 returnint[0] = ((int) (259f/metersInSpace));
2483 if (returnint[0] < 0)
2484 returnint[0] = 0;
2485
2486 returnint[1] = (int) (pos.Y/metersInSpace);
2487 if (returnint[1] > ((int) (259f/metersInSpace)))
2488 returnint[1] = ((int) (259f/metersInSpace));
2489 if (returnint[1] < 0)
2490 returnint[1] = 0;
2491
2492 return returnint;
2493 }
2494
2495 #endregion
2496
2497 /// <summary>
2498 /// Routine to figure out if we need to mesh this prim with our mesher
2499 /// </summary>
2500 /// <param name="pbs"></param>
2501 /// <returns></returns>
2502 public bool needsMeshing(PrimitiveBaseShape pbs)
2503 {
2504 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2505 // but we still need to check for sculptie meshing being enabled so this is the most
2506 // convenient place to do it for now...
2507
2508 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2509 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2510 int iPropertiesNotSupportedDefault = 0;
2511
2512 if (pbs.SculptEntry && !meshSculptedPrim)
2513 {
2514#if SPAM
2515 m_log.Warn("NonMesh");
2516#endif
2517 return false;
2518 }
2519
2520 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
2521 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
2522 {
2523 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2524 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2525 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2526 {
2527
2528 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2529 && pbs.ProfileHollow == 0
2530 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2531 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2532 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2533 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2534 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2535 {
2536#if SPAM
2537 m_log.Warn("NonMesh");
2538#endif
2539 return false;
2540 }
2541 }
2542 }
2543
2544 if (forceSimplePrimMeshing)
2545 return true;
2546
2547 if (pbs.ProfileHollow != 0)
2548 iPropertiesNotSupportedDefault++;
2549
2550 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2551 iPropertiesNotSupportedDefault++;
2552
2553 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2554 iPropertiesNotSupportedDefault++;
2555
2556 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2557 iPropertiesNotSupportedDefault++;
2558
2559 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2560 iPropertiesNotSupportedDefault++;
2561
2562 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2563 iPropertiesNotSupportedDefault++;
2564
2565 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
2566 iPropertiesNotSupportedDefault++;
2567
2568 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2569 iPropertiesNotSupportedDefault++;
2570
2571 // test for torus
2572 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2573 {
2574 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2575 {
2576 iPropertiesNotSupportedDefault++;
2577 }
2578 }
2579 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2580 {
2581 if (pbs.PathCurve == (byte)Extrusion.Straight)
2582 {
2583 iPropertiesNotSupportedDefault++;
2584 }
2585
2586 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2587 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2588 {
2589 iPropertiesNotSupportedDefault++;
2590 }
2591 }
2592 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2593 {
2594 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2595 {
2596 iPropertiesNotSupportedDefault++;
2597 }
2598 }
2599 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2600 {
2601 if (pbs.PathCurve == (byte)Extrusion.Straight)
2602 {
2603 iPropertiesNotSupportedDefault++;
2604 }
2605 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2606 {
2607 iPropertiesNotSupportedDefault++;
2608 }
2609 }
2610
2611 if (pbs.SculptEntry && meshSculptedPrim)
2612 iPropertiesNotSupportedDefault++;
2613
2614 if (iPropertiesNotSupportedDefault == 0)
2615 {
2616#if SPAM
2617 m_log.Warn("NonMesh");
2618#endif
2619 return false;
2620 }
2621#if SPAM
2622 m_log.Debug("Mesh");
2623#endif
2624 return true;
2625 }
2626
2627 /// <summary>
2628 /// Called after our prim properties are set Scale, position etc.
2629 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2630 /// This assures us that we have no race conditions
2631 /// </summary>
2632 /// <param name="prim"></param>
2633 public override void AddPhysicsActorTaint(PhysicsActor prim)
2634 {
2635
2636 if (prim is OdePrim)
2637 {
2638 OdePrim taintedprim = ((OdePrim) prim);
2639 lock (_taintedPrimLock)
2640 {
2641 if (!(_taintedPrimH.Contains(taintedprim)))
2642 {
2643//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2644 _taintedPrimH.Add(taintedprim); // HashSet for searching
2645 _taintedPrimL.Add(taintedprim); // List for ordered readout
2646 }
2647 }
2648 return;
2649 }
2650 else if (prim is OdeCharacter)
2651 {
2652 OdeCharacter taintedchar = ((OdeCharacter)prim);
2653 lock (_taintedActors)
2654 {
2655 if (!(_taintedActors.Contains(taintedchar)))
2656 {
2657 _taintedActors.Add(taintedchar);
2658 if (taintedchar.bad)
2659 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2660 }
2661 }
2662 }
2663 }
2664
2665 /// <summary>
2666 /// This is our main simulate loop
2667 /// It's thread locked by a Mutex in the scene.
2668 /// It holds Collisions, it instructs ODE to step through the physical reactions
2669 /// It moves the objects around in memory
2670 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2671 /// </summary>
2672 /// <param name="timeStep"></param>
2673 /// <returns></returns>
2674 public override float Simulate(float timeStep)
2675 {
2676 if (framecount >= int.MaxValue)
2677 framecount = 0;
2678 //if (m_worldOffset != Vector3.Zero)
2679 // return 0;
2680
2681 framecount++;
2682
2683 DateTime now = DateTime.UtcNow;
2684 TimeSpan SinceLastFrame = now - m_lastframe;
2685 m_lastframe = now;
2686 float realtime = (float)SinceLastFrame.TotalSeconds;
2687// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2688 timeStep = realtime;
2689
2690 // float fps = 1.0f / realtime;
2691 float fps = 0.0f; // number of ODE steps in this Simulate step
2692 //m_log.Info(timeStep.ToString());
2693 step_time += timeStep;
2694
2695 // If We're loaded down by something else,
2696 // or debugging with the Visual Studio project on pause
2697 // skip a few frames to catch up gracefully.
2698 // without shooting the physicsactors all over the place
2699
2700 if (step_time >= m_SkipFramesAtms)
2701 {
2702 // Instead of trying to catch up, it'll do 5 physics frames only
2703 step_time = ODE_STEPSIZE;
2704 m_physicsiterations = 5;
2705 }
2706 else
2707 {
2708 m_physicsiterations = 10;
2709 }
2710
2711 if (SupportsNINJAJoints)
2712 {
2713 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2714 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2715 }
2716
2717 lock (OdeLock)
2718 {
2719 // Process 10 frames if the sim is running normal..
2720 // process 5 frames if the sim is running slow
2721 //try
2722 //{
2723 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2724 //}
2725 //catch (StackOverflowException)
2726 //{
2727 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2728 // ode.drelease(world);
2729 //base.TriggerPhysicsBasedRestart();
2730 //}
2731
2732 int i = 0;
2733
2734 // Figure out the Frames Per Second we're going at.
2735 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2736
2737 // fps = (step_time / ODE_STEPSIZE) * 1000;
2738 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2739 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2740
2741 // step_time = 0.09375f;
2742
2743 while (step_time > 0.0f)
2744 {
2745 //lock (ode)
2746 //{
2747 //if (!ode.lockquery())
2748 //{
2749 // ode.dlock(world);
2750 try
2751 {
2752 // Insert, remove Characters
2753 bool processedtaints = false;
2754
2755 lock (_taintedActors)
2756 {
2757 if (_taintedActors.Count > 0)
2758 {
2759 foreach (OdeCharacter character in _taintedActors)
2760 {
2761
2762 character.ProcessTaints(ODE_STEPSIZE);
2763
2764 processedtaints = true;
2765 //character.m_collisionscore = 0;
2766 }
2767
2768 if (processedtaints)
2769 _taintedActors.Clear();
2770 }
2771 } // end lock _taintedActors
2772
2773 // Modify other objects in the scene.
2774 processedtaints = false;
2775
2776 lock (_taintedPrimLock)
2777 {
2778 foreach (OdePrim prim in _taintedPrimL)
2779 {
2780 if (prim.m_taintremove)
2781 {
2782 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2783 RemovePrimThreadLocked(prim);
2784 }
2785 else
2786 {
2787 //Console.WriteLine("Simulate calls ProcessTaints");
2788 prim.ProcessTaints(ODE_STEPSIZE);
2789 }
2790 processedtaints = true;
2791 prim.m_collisionscore = 0;
2792
2793 // This loop can block up the Heartbeat for a very long time on large regions.
2794 // We need to let the Watchdog know that the Heartbeat is not dead
2795 // NOTE: This is currently commented out, but if things like OAR loading are
2796 // timing the heartbeat out we will need to uncomment it
2797 //Watchdog.UpdateThread();
2798 }
2799
2800 if (SupportsNINJAJoints)
2801 {
2802 // Create pending joints, if possible
2803
2804 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2805 // a joint requires specifying the body id of both involved bodies
2806 if (pendingJoints.Count > 0)
2807 {
2808 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2809 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2810 foreach (PhysicsJoint joint in pendingJoints)
2811 {
2812 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2813 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2814 System.StringSplitOptions.RemoveEmptyEntries);
2815 List<IntPtr> jointBodies = new List<IntPtr>();
2816 bool allJointBodiesAreReady = true;
2817 foreach (string jointParam in jointParams)
2818 {
2819 if (jointParam == "NULL")
2820 {
2821 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2822 jointBodies.Add(IntPtr.Zero);
2823 }
2824 else
2825 {
2826 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2827 bool foundPrim = false;
2828 lock (_prims)
2829 {
2830 foreach (OdePrim prim in _prims) // FIXME: inefficient
2831 {
2832 if (prim.SOPName == jointParam)
2833 {
2834 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2835 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2836 {
2837 jointBodies.Add(prim.Body);
2838 foundPrim = true;
2839 break;
2840 }
2841 else
2842 {
2843 DoJointErrorMessage(joint, "prim name " + jointParam +
2844 " exists but is not (yet) physical; deferring joint creation. " +
2845 "IsPhysical property is " + prim.IsPhysical +
2846 " and body is " + prim.Body);
2847 foundPrim = false;
2848 break;
2849 }
2850 }
2851 }
2852 }
2853 if (foundPrim)
2854 {
2855 // all is fine
2856 }
2857 else
2858 {
2859 allJointBodiesAreReady = false;
2860 break;
2861 }
2862 }
2863 }
2864 if (allJointBodiesAreReady)
2865 {
2866 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2867 if (jointBodies[0] == jointBodies[1])
2868 {
2869 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2870 }
2871 else
2872 {
2873 switch (joint.Type)
2874 {
2875 case PhysicsJointType.Ball:
2876 {
2877 IntPtr odeJoint;
2878 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2879 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2880 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2881 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2882 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2883 d.JointSetBallAnchor(odeJoint,
2884 joint.Position.X,
2885 joint.Position.Y,
2886 joint.Position.Z);
2887 //DoJointErrorMessage(joint, "ODE joint setting OK");
2888 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2889 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2890 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2891 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2892
2893 if (joint is OdePhysicsJoint)
2894 {
2895 ((OdePhysicsJoint)joint).jointID = odeJoint;
2896 }
2897 else
2898 {
2899 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2900 }
2901 }
2902 break;
2903 case PhysicsJointType.Hinge:
2904 {
2905 IntPtr odeJoint;
2906 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2907 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2908 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2909 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2910 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2911 d.JointSetHingeAnchor(odeJoint,
2912 joint.Position.X,
2913 joint.Position.Y,
2914 joint.Position.Z);
2915 // We use the orientation of the x-axis of the joint's coordinate frame
2916 // as the axis for the hinge.
2917
2918 // Therefore, we must get the joint's coordinate frame based on the
2919 // joint.Rotation field, which originates from the orientation of the
2920 // joint's proxy object in the scene.
2921
2922 // The joint's coordinate frame is defined as the transformation matrix
2923 // that converts a vector from joint-local coordinates into world coordinates.
2924 // World coordinates are defined as the XYZ coordinate system of the sim,
2925 // as shown in the top status-bar of the viewer.
2926
2927 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2928 // and use that as the hinge axis.
2929
2930 //joint.Rotation.Normalize();
2931 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2932
2933 // Now extract the X axis of the joint's coordinate frame.
2934
2935 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2936 // tar pit of transposed, inverted, and generally messed-up orientations.
2937 // (In other words, Matrix4.AtAxis() is borked.)
2938 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2939
2940 // Instead, compute the X axis of the coordinate frame by transforming
2941 // the (1,0,0) vector. At least that works.
2942
2943 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2944 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2945 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2946 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2947 d.JointSetHingeAxis(odeJoint,
2948 jointAxis.X,
2949 jointAxis.Y,
2950 jointAxis.Z);
2951 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2952 if (joint is OdePhysicsJoint)
2953 {
2954 ((OdePhysicsJoint)joint).jointID = odeJoint;
2955 }
2956 else
2957 {
2958 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2959 }
2960 }
2961 break;
2962 }
2963 successfullyProcessedPendingJoints.Add(joint);
2964 }
2965 }
2966 else
2967 {
2968 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2969 }
2970 }
2971 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2972 {
2973 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2974 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2975 InternalRemovePendingJoint(successfullyProcessedJoint);
2976 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2977 InternalAddActiveJoint(successfullyProcessedJoint);
2978 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2979 }
2980 }
2981 } // end SupportsNINJAJoints
2982
2983 if (processedtaints)
2984//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2985 _taintedPrimH.Clear(); // ??? if this only ???
2986 _taintedPrimL.Clear();
2987 } // end lock _taintedPrimLock
2988
2989 // Move characters
2990 lock (_characters)
2991 {
2992 List<OdeCharacter> defects = new List<OdeCharacter>();
2993 foreach (OdeCharacter actor in _characters)
2994 {
2995 if (actor != null)
2996 actor.Move(ODE_STEPSIZE, defects);
2997 }
2998 if (0 != defects.Count)
2999 {
3000 foreach (OdeCharacter defect in defects)
3001 {
3002 RemoveCharacter(defect);
3003 }
3004 }
3005 } // end lock _characters
3006
3007 // Move other active objects
3008 lock (_activeprims)
3009 {
3010 foreach (OdePrim prim in _activeprims)
3011 {
3012 prim.m_collisionscore = 0;
3013 prim.Move(ODE_STEPSIZE);
3014 }
3015 } // end lock _activeprims
3016
3017 //if ((framecount % m_randomizeWater) == 0)
3018 // randomizeWater(waterlevel);
3019
3020 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3021 m_rayCastManager.ProcessQueuedRequests();
3022
3023 collision_optimized(ODE_STEPSIZE);
3024
3025 lock (_collisionEventPrim)
3026 {
3027 foreach (PhysicsActor obj in _collisionEventPrim)
3028 {
3029 if (obj == null)
3030 continue;
3031
3032 switch ((ActorTypes)obj.PhysicsActorType)
3033 {
3034 case ActorTypes.Agent:
3035 OdeCharacter cobj = (OdeCharacter)obj;
3036 cobj.AddCollisionFrameTime(100);
3037 cobj.SendCollisions();
3038 break;
3039 case ActorTypes.Prim:
3040 OdePrim pobj = (OdePrim)obj;
3041 pobj.SendCollisions();
3042 break;
3043 }
3044 }
3045 } // end lock _collisionEventPrim
3046
3047 //if (m_global_contactcount > 5)
3048 //{
3049 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3050 //}
3051
3052 m_global_contactcount = 0;
3053
3054 d.WorldQuickStep(world, ODE_STEPSIZE);
3055 d.JointGroupEmpty(contactgroup);
3056 fps++;
3057 //ode.dunlock(world);
3058 } // end try
3059 catch (Exception e)
3060 {
3061 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3062 ode.dunlock(world);
3063 }
3064
3065 step_time -= ODE_STEPSIZE;
3066 i++;
3067 //}
3068 //else
3069 //{
3070 //fps = 0;
3071 //}
3072 //}
3073 } // end while (step_time > 0.0f)
3074
3075 lock (_characters)
3076 {
3077 foreach (OdeCharacter actor in _characters)
3078 {
3079 if (actor != null)
3080 {
3081 if (actor.bad)
3082 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3083 actor.UpdatePositionAndVelocity();
3084 }
3085 }
3086 }
3087
3088 lock (_badCharacter)
3089 {
3090 if (_badCharacter.Count > 0)
3091 {
3092 foreach (OdeCharacter chr in _badCharacter)
3093 {
3094 RemoveCharacter(chr);
3095 }
3096 _badCharacter.Clear();
3097 }
3098 }
3099
3100 lock (_activeprims)
3101 {
3102 //if (timeStep < 0.2f)
3103 {
3104 foreach (OdePrim actor in _activeprims)
3105 {
3106 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3107 {
3108 actor.UpdatePositionAndVelocity();
3109
3110 if (SupportsNINJAJoints)
3111 {
3112 // If an actor moved, move its joint proxy objects as well.
3113 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3114 // for this purpose but it is never called! So we just do the joint
3115 // movement code here.
3116
3117 if (actor.SOPName != null &&
3118 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3119 joints_connecting_actor[actor.SOPName] != null &&
3120 joints_connecting_actor[actor.SOPName].Count > 0)
3121 {
3122 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3123 {
3124 if (affectedJoint.IsInPhysicsEngine)
3125 {
3126 DoJointMoved(affectedJoint);
3127 }
3128 else
3129 {
3130 DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
3131 }
3132 }
3133 }
3134 }
3135 }
3136 }
3137 }
3138 } // end lock _activeprims
3139
3140 //DumpJointInfo();
3141
3142 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3143 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3144 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3145 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3146 {
3147 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3148 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3149
3150 if (physics_logging_append_existing_logfile)
3151 {
3152 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3153 TextWriter fwriter = File.AppendText(fname);
3154 fwriter.WriteLine(header);
3155 fwriter.Close();
3156 }
3157 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3158 }
3159 } // end lock OdeLock
3160
3161 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3162 } // end Simulate
3163
3164 public override void GetResults()
3165 {
3166 }
3167
3168 public override bool IsThreaded
3169 {
3170 // for now we won't be multithreaded
3171 get { return (false); }
3172 }
3173
3174 #region ODE Specific Terrain Fixes
3175 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3176 {
3177 float[] returnarr = new float[262144];
3178 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3179
3180 // Filling out the array into its multi-dimensional components
3181 for (int y = 0; y < WorldExtents.Y; y++)
3182 {
3183 for (int x = 0; x < WorldExtents.X; x++)
3184 {
3185 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3186 }
3187 }
3188
3189 // Resize using Nearest Neighbour
3190
3191 // This particular way is quick but it only works on a multiple of the original
3192
3193 // The idea behind this method can be described with the following diagrams
3194 // second pass and third pass happen in the same loop really.. just separated
3195 // them to show what this does.
3196
3197 // First Pass
3198 // ResultArr:
3199 // 1,1,1,1,1,1
3200 // 1,1,1,1,1,1
3201 // 1,1,1,1,1,1
3202 // 1,1,1,1,1,1
3203 // 1,1,1,1,1,1
3204 // 1,1,1,1,1,1
3205
3206 // Second Pass
3207 // ResultArr2:
3208 // 1,,1,,1,,1,,1,,1,
3209 // ,,,,,,,,,,
3210 // 1,,1,,1,,1,,1,,1,
3211 // ,,,,,,,,,,
3212 // 1,,1,,1,,1,,1,,1,
3213 // ,,,,,,,,,,
3214 // 1,,1,,1,,1,,1,,1,
3215 // ,,,,,,,,,,
3216 // 1,,1,,1,,1,,1,,1,
3217 // ,,,,,,,,,,
3218 // 1,,1,,1,,1,,1,,1,
3219
3220 // Third pass fills in the blanks
3221 // ResultArr2:
3222 // 1,1,1,1,1,1,1,1,1,1,1,1
3223 // 1,1,1,1,1,1,1,1,1,1,1,1
3224 // 1,1,1,1,1,1,1,1,1,1,1,1
3225 // 1,1,1,1,1,1,1,1,1,1,1,1
3226 // 1,1,1,1,1,1,1,1,1,1,1,1
3227 // 1,1,1,1,1,1,1,1,1,1,1,1
3228 // 1,1,1,1,1,1,1,1,1,1,1,1
3229 // 1,1,1,1,1,1,1,1,1,1,1,1
3230 // 1,1,1,1,1,1,1,1,1,1,1,1
3231 // 1,1,1,1,1,1,1,1,1,1,1,1
3232 // 1,1,1,1,1,1,1,1,1,1,1,1
3233
3234 // X,Y = .
3235 // X+1,y = ^
3236 // X,Y+1 = *
3237 // X+1,Y+1 = #
3238
3239 // Filling in like this;
3240 // .*
3241 // ^#
3242 // 1st .
3243 // 2nd *
3244 // 3rd ^
3245 // 4th #
3246 // on single loop.
3247
3248 float[,] resultarr2 = new float[512, 512];
3249 for (int y = 0; y < WorldExtents.Y; y++)
3250 {
3251 for (int x = 0; x < WorldExtents.X; x++)
3252 {
3253 resultarr2[y * 2, x * 2] = resultarr[y, x];
3254
3255 if (y < WorldExtents.Y)
3256 {
3257 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3258 }
3259 if (x < WorldExtents.X)
3260 {
3261 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3262 }
3263 if (x < WorldExtents.X && y < WorldExtents.Y)
3264 {
3265 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3266 }
3267 }
3268 }
3269
3270 //Flatten out the array
3271 int i = 0;
3272 for (int y = 0; y < 512; y++)
3273 {
3274 for (int x = 0; x < 512; x++)
3275 {
3276 if (resultarr2[y, x] <= 0)
3277 returnarr[i] = 0.0000001f;
3278 else
3279 returnarr[i] = resultarr2[y, x];
3280
3281 i++;
3282 }
3283 }
3284
3285 return returnarr;
3286 }
3287
3288 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3289 {
3290 float[] returnarr = new float[262144];
3291 float[,] resultarr = new float[512,512];
3292
3293 // Filling out the array into its multi-dimensional components
3294 for (int y = 0; y < 256; y++)
3295 {
3296 for (int x = 0; x < 256; x++)
3297 {
3298 resultarr[y, x] = heightMap[y * 256 + x];
3299 }
3300 }
3301
3302 // Resize using interpolation
3303
3304 // This particular way is quick but it only works on a multiple of the original
3305
3306 // The idea behind this method can be described with the following diagrams
3307 // second pass and third pass happen in the same loop really.. just separated
3308 // them to show what this does.
3309
3310 // First Pass
3311 // ResultArr:
3312 // 1,1,1,1,1,1
3313 // 1,1,1,1,1,1
3314 // 1,1,1,1,1,1
3315 // 1,1,1,1,1,1
3316 // 1,1,1,1,1,1
3317 // 1,1,1,1,1,1
3318
3319 // Second Pass
3320 // ResultArr2:
3321 // 1,,1,,1,,1,,1,,1,
3322 // ,,,,,,,,,,
3323 // 1,,1,,1,,1,,1,,1,
3324 // ,,,,,,,,,,
3325 // 1,,1,,1,,1,,1,,1,
3326 // ,,,,,,,,,,
3327 // 1,,1,,1,,1,,1,,1,
3328 // ,,,,,,,,,,
3329 // 1,,1,,1,,1,,1,,1,
3330 // ,,,,,,,,,,
3331 // 1,,1,,1,,1,,1,,1,
3332
3333 // Third pass fills in the blanks
3334 // ResultArr2:
3335 // 1,1,1,1,1,1,1,1,1,1,1,1
3336 // 1,1,1,1,1,1,1,1,1,1,1,1
3337 // 1,1,1,1,1,1,1,1,1,1,1,1
3338 // 1,1,1,1,1,1,1,1,1,1,1,1
3339 // 1,1,1,1,1,1,1,1,1,1,1,1
3340 // 1,1,1,1,1,1,1,1,1,1,1,1
3341 // 1,1,1,1,1,1,1,1,1,1,1,1
3342 // 1,1,1,1,1,1,1,1,1,1,1,1
3343 // 1,1,1,1,1,1,1,1,1,1,1,1
3344 // 1,1,1,1,1,1,1,1,1,1,1,1
3345 // 1,1,1,1,1,1,1,1,1,1,1,1
3346
3347 // X,Y = .
3348 // X+1,y = ^
3349 // X,Y+1 = *
3350 // X+1,Y+1 = #
3351
3352 // Filling in like this;
3353 // .*
3354 // ^#
3355 // 1st .
3356 // 2nd *
3357 // 3rd ^
3358 // 4th #
3359 // on single loop.
3360
3361 float[,] resultarr2 = new float[512,512];
3362 for (int y = 0; y < (int)Constants.RegionSize; y++)
3363 {
3364 for (int x = 0; x < (int)Constants.RegionSize; x++)
3365 {
3366 resultarr2[y*2, x*2] = resultarr[y, x];
3367
3368 if (y < (int)Constants.RegionSize)
3369 {
3370 if (y + 1 < (int)Constants.RegionSize)
3371 {
3372 if (x + 1 < (int)Constants.RegionSize)
3373 {
3374 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3375 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3376 }
3377 else
3378 {
3379 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3380 }
3381 }
3382 else
3383 {
3384 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3385 }
3386 }
3387 if (x < (int)Constants.RegionSize)
3388 {
3389 if (x + 1 < (int)Constants.RegionSize)
3390 {
3391 if (y + 1 < (int)Constants.RegionSize)
3392 {
3393 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3394 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3395 }
3396 else
3397 {
3398 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3399 }
3400 }
3401 else
3402 {
3403 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3404 }
3405 }
3406 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3407 {
3408 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3409 {
3410 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3411 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3412 }
3413 else
3414 {
3415 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3416 }
3417 }
3418 }
3419 }
3420 //Flatten out the array
3421 int i = 0;
3422 for (int y = 0; y < 512; y++)
3423 {
3424 for (int x = 0; x < 512; x++)
3425 {
3426 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3427 {
3428 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3429 resultarr2[y, x] = 0;
3430 }
3431 returnarr[i] = resultarr2[y, x];
3432 i++;
3433 }
3434 }
3435
3436 return returnarr;
3437 }
3438
3439 #endregion
3440
3441 public override void SetTerrain(float[] heightMap)
3442 {
3443 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3444 {
3445 if (m_parentScene is OdeScene)
3446 {
3447 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3448 }
3449 }
3450 else
3451 {
3452 SetTerrain(heightMap, m_worldOffset);
3453 }
3454 }
3455
3456 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3457 {
3458
3459 int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
3460
3461 int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
3462 int heightmapHeight = regionsize + 2;
3463
3464 int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
3465 int heightmapHeightSamples = (int)regionsize + 2;
3466
3467 // Array of height samples for ODE
3468 float[] _heightmap;
3469 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3470
3471 // Other ODE parameters
3472 const float scale = 1.0f;
3473 const float offset = 0.0f;
3474 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3475 const int wrap = 0;
3476
3477 float hfmin = 2000f;
3478 float hfmax = -2000f;
3479 float minele = 0.0f; // Dont allow -ve heights
3480
3481 int x = 0;
3482 int y = 0;
3483 int xx = 0;
3484 int yy = 0;
3485
3486 // load the height samples array from the heightMap
3487 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3488 {
3489 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3490 {
3491 xx = x - 1;
3492 if (xx < 0) xx = 0;
3493 if (xx > (regionsize - 1)) xx = regionsize - 1;
3494
3495 yy = y - 1;
3496 if (yy < 0) yy = 0;
3497 if (yy > (regionsize - 1)) yy = regionsize - 1;
3498 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3499 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3500 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3501 if (val < minele) val = minele;
3502 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3503 hfmin = (val < hfmin) ? val : hfmin;
3504 hfmax = (val > hfmax) ? val : hfmax;
3505 }
3506 }
3507
3508 lock (OdeLock)
3509 {
3510 IntPtr GroundGeom = IntPtr.Zero;
3511 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3512 {
3513 RegionTerrain.Remove(pOffset);
3514 if (GroundGeom != IntPtr.Zero)
3515 {
3516 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3517 {
3518 TerrainHeightFieldHeights.Remove(GroundGeom);
3519 }
3520 d.SpaceRemove(space, GroundGeom);
3521 d.GeomDestroy(GroundGeom);
3522 }
3523 }
3524 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3525 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3526 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3527 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3528 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3529 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3530 if (GroundGeom != IntPtr.Zero)
3531 {
3532 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3533 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3534 }
3535 geom_name_map[GroundGeom] = "Terrain";
3536
3537 d.Matrix3 R = new d.Matrix3();
3538
3539 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3540 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3541 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3542
3543 q1 = q1 * q2;
3544 //q1 = q1 * q3;
3545 Vector3 v3;
3546 float angle;
3547 q1.GetAxisAngle(out v3, out angle);
3548
3549 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3550 d.GeomSetRotation(GroundGeom, ref R);
3551 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3552 IntPtr testGround = IntPtr.Zero;
3553 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3554 {
3555 RegionTerrain.Remove(pOffset);
3556 }
3557 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3558 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3559 }
3560 }
3561
3562 public override void DeleteTerrain()
3563 {
3564 }
3565
3566 public float GetWaterLevel()
3567 {
3568 return waterlevel;
3569 }
3570
3571 public override bool SupportsCombining()
3572 {
3573 return true;
3574 }
3575
3576 public override void UnCombine(PhysicsScene pScene)
3577 {
3578 IntPtr localGround = IntPtr.Zero;
3579// float[] localHeightfield;
3580 bool proceed = false;
3581 List<IntPtr> geomDestroyList = new List<IntPtr>();
3582
3583 lock (OdeLock)
3584 {
3585 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3586 {
3587 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3588 {
3589 if (geom == localGround)
3590 {
3591// localHeightfield = TerrainHeightFieldHeights[geom];
3592 proceed = true;
3593 }
3594 else
3595 {
3596 geomDestroyList.Add(geom);
3597 }
3598 }
3599
3600 if (proceed)
3601 {
3602 m_worldOffset = Vector3.Zero;
3603 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3604 m_parentScene = null;
3605
3606 foreach (IntPtr g in geomDestroyList)
3607 {
3608 // removingHeightField needs to be done or the garbage collector will
3609 // collect the terrain data before we tell ODE to destroy it causing
3610 // memory corruption
3611 if (TerrainHeightFieldHeights.ContainsKey(g))
3612 {
3613// float[] removingHeightField = TerrainHeightFieldHeights[g];
3614 TerrainHeightFieldHeights.Remove(g);
3615
3616 if (RegionTerrain.ContainsKey(g))
3617 {
3618 RegionTerrain.Remove(g);
3619 }
3620
3621 d.GeomDestroy(g);
3622 //removingHeightField = new float[0];
3623 }
3624 }
3625
3626 }
3627 else
3628 {
3629 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3630
3631 }
3632 }
3633 }
3634 }
3635
3636 public override void SetWaterLevel(float baseheight)
3637 {
3638 waterlevel = baseheight;
3639 randomizeWater(waterlevel);
3640 }
3641
3642 public void randomizeWater(float baseheight)
3643 {
3644 const uint heightmapWidth = m_regionWidth + 2;
3645 const uint heightmapHeight = m_regionHeight + 2;
3646 const uint heightmapWidthSamples = m_regionWidth + 2;
3647 const uint heightmapHeightSamples = m_regionHeight + 2;
3648 const float scale = 1.0f;
3649 const float offset = 0.0f;
3650 const float thickness = 2.9f;
3651 const int wrap = 0;
3652
3653 for (int i = 0; i < (258 * 258); i++)
3654 {
3655 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3656 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3657 }
3658
3659 lock (OdeLock)
3660 {
3661 if (WaterGeom != IntPtr.Zero)
3662 {
3663 d.SpaceRemove(space, WaterGeom);
3664 }
3665 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3666 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3667 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3668 offset, thickness, wrap);
3669 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3670 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3671 if (WaterGeom != IntPtr.Zero)
3672 {
3673 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3674 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3675
3676 }
3677 geom_name_map[WaterGeom] = "Water";
3678
3679 d.Matrix3 R = new d.Matrix3();
3680
3681 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3682 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3683 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3684
3685 q1 = q1 * q2;
3686 //q1 = q1 * q3;
3687 Vector3 v3;
3688 float angle;
3689 q1.GetAxisAngle(out v3, out angle);
3690
3691 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3692 d.GeomSetRotation(WaterGeom, ref R);
3693 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3694
3695 }
3696
3697 }
3698
3699 public override void Dispose()
3700 {
3701 m_rayCastManager.Dispose();
3702 m_rayCastManager = null;
3703
3704 lock (OdeLock)
3705 {
3706 lock (_prims)
3707 {
3708 foreach (OdePrim prm in _prims)
3709 {
3710 RemovePrim(prm);
3711 }
3712 }
3713
3714 //foreach (OdeCharacter act in _characters)
3715 //{
3716 //RemoveAvatar(act);
3717 //}
3718 d.WorldDestroy(world);
3719 //d.CloseODE();
3720 }
3721 }
3722 public override Dictionary<uint, float> GetTopColliders()
3723 {
3724 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3725 int cnt = 0;
3726 lock (_prims)
3727 {
3728 foreach (OdePrim prm in _prims)
3729 {
3730 if (prm.CollisionScore > 0)
3731 {
3732 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3733 cnt++;
3734 prm.CollisionScore = 0f;
3735 if (cnt > 25)
3736 {
3737 break;
3738 }
3739 }
3740 }
3741 }
3742 return returncolliders;
3743 }
3744
3745 public override bool SupportsRayCast()
3746 {
3747 return true;
3748 }
3749
3750 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3751 {
3752 if (retMethod != null)
3753 {
3754 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3755 }
3756 }
3757
3758#if USE_DRAWSTUFF
3759 // Keyboard callback
3760 public void command(int cmd)
3761 {
3762 IntPtr geom;
3763 d.Mass mass;
3764 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3765
3766
3767
3768 Char ch = Char.ToLower((Char)cmd);
3769 switch ((Char)ch)
3770 {
3771 case 'w':
3772 try
3773 {
3774 Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3775
3776 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3777 ds.SetViewpoint(ref xyz, ref hpr);
3778 }
3779 catch (ArgumentException)
3780 { hpr.X = 0; }
3781 break;
3782
3783 case 'a':
3784 hpr.X++;
3785 ds.SetViewpoint(ref xyz, ref hpr);
3786 break;
3787
3788 case 's':
3789 try
3790 {
3791 Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3792
3793 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3794 ds.SetViewpoint(ref xyz, ref hpr);
3795 }
3796 catch (ArgumentException)
3797 { hpr.X = 0; }
3798 break;
3799 case 'd':
3800 hpr.X--;
3801 ds.SetViewpoint(ref xyz, ref hpr);
3802 break;
3803 case 'r':
3804 xyz.Z++;
3805 ds.SetViewpoint(ref xyz, ref hpr);
3806 break;
3807 case 'f':
3808 xyz.Z--;
3809 ds.SetViewpoint(ref xyz, ref hpr);
3810 break;
3811 case 'e':
3812 xyz.Y++;
3813 ds.SetViewpoint(ref xyz, ref hpr);
3814 break;
3815 case 'q':
3816 xyz.Y--;
3817 ds.SetViewpoint(ref xyz, ref hpr);
3818 break;
3819 }
3820 }
3821
3822 public void step(int pause)
3823 {
3824
3825 ds.SetColor(1.0f, 1.0f, 0.0f);
3826 ds.SetTexture(ds.Texture.Wood);
3827 lock (_prims)
3828 {
3829 foreach (OdePrim prm in _prims)
3830 {
3831 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3832 if (prm.prim_geom != IntPtr.Zero)
3833 {
3834 d.Vector3 pos;
3835 d.GeomCopyPosition(prm.prim_geom, out pos);
3836 //d.BodyCopyPosition(body, out pos);
3837
3838 d.Matrix3 R;
3839 d.GeomCopyRotation(prm.prim_geom, out R);
3840 //d.BodyCopyRotation(body, out R);
3841
3842
3843 d.Vector3 sides = new d.Vector3();
3844 sides.X = prm.Size.X;
3845 sides.Y = prm.Size.Y;
3846 sides.Z = prm.Size.Z;
3847
3848 ds.DrawBox(ref pos, ref R, ref sides);
3849 }
3850 }
3851 }
3852 ds.SetColor(1.0f, 0.0f, 0.0f);
3853 lock (_characters)
3854 {
3855 foreach (OdeCharacter chr in _characters)
3856 {
3857 if (chr.Shell != IntPtr.Zero)
3858 {
3859 IntPtr body = d.GeomGetBody(chr.Shell);
3860
3861 d.Vector3 pos;
3862 d.GeomCopyPosition(chr.Shell, out pos);
3863 //d.BodyCopyPosition(body, out pos);
3864
3865 d.Matrix3 R;
3866 d.GeomCopyRotation(chr.Shell, out R);
3867 //d.BodyCopyRotation(body, out R);
3868
3869 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3870 d.Vector3 sides = new d.Vector3();
3871 sides.X = 0.5f;
3872 sides.Y = 0.5f;
3873 sides.Z = 0.5f;
3874
3875 ds.DrawBox(ref pos, ref R, ref sides);
3876 }
3877 }
3878 }
3879 }
3880
3881 public void start(int unused)
3882 {
3883 ds.SetViewpoint(ref xyz, ref hpr);
3884 }
3885#endif
3886 }
3887}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
new file mode 100644
index 0000000..e7e7bb3
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
@@ -0,0 +1,353 @@
1/* Ubit 2012
2 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
3 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
4 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
5 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
6 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
7 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
8 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
9 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
10 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
11 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
12*/
13
14// no endian conversion. So can't be use to pass information around diferent cpus with diferent endian
15
16using System;
17using System.IO;
18using OpenMetaverse;
19
20namespace OpenSim.Region.Physics.OdePlugin
21{
22
23 unsafe public class wstreamer
24 {
25 byte[] buf;
26 int index;
27 byte* src;
28
29 public wstreamer()
30 {
31 buf = new byte[1024];
32 index = 0;
33 }
34 public wstreamer(int size)
35 {
36 buf = new byte[size];
37 index = 0;
38 }
39
40 public byte[] close()
41 {
42 byte[] data = new byte[index];
43 Buffer.BlockCopy(buf, 0, data, 0, index);
44 return data;
45 }
46
47 public void Seek(int pos)
48 {
49 index = pos;
50 }
51
52 public void Seekrel(int pos)
53 {
54 index += pos;
55 }
56
57 public void Wbyte(byte value)
58 {
59 buf[index++] = value;
60 }
61 public void Wshort(short value)
62 {
63 src = (byte*)&value;
64 buf[index++] = *src++;
65 buf[index++] = *src;
66 }
67 public void Wushort(ushort value)
68 {
69 src = (byte*)&value;
70 buf[index++] = *src++;
71 buf[index++] = *src;
72 }
73 public void Wint(int value)
74 {
75 src = (byte*)&value;
76 buf[index++] = *src++;
77 buf[index++] = *src++;
78 buf[index++] = *src++;
79 buf[index++] = *src;
80 }
81 public void Wuint(uint value)
82 {
83 src = (byte*)&value;
84 buf[index++] = *src++;
85 buf[index++] = *src++;
86 buf[index++] = *src++;
87 buf[index++] = *src;
88 }
89 public void Wlong(long value)
90 {
91 src = (byte*)&value;
92 buf[index++] = *src++;
93 buf[index++] = *src++;
94 buf[index++] = *src++;
95 buf[index++] = *src++;
96 buf[index++] = *src++;
97 buf[index++] = *src++;
98 buf[index++] = *src++;
99 buf[index++] = *src;
100 }
101 public void Wulong(ulong value)
102 {
103 src = (byte*)&value;
104 buf[index++] = *src++;
105 buf[index++] = *src++;
106 buf[index++] = *src++;
107 buf[index++] = *src++;
108 buf[index++] = *src++;
109 buf[index++] = *src++;
110 buf[index++] = *src++;
111 buf[index++] = *src;
112 }
113
114 public void Wfloat(float value)
115 {
116 src = (byte*)&value;
117 buf[index++] = *src++;
118 buf[index++] = *src++;
119 buf[index++] = *src++;
120 buf[index++] = *src;
121 }
122
123 public void Wdouble(double value)
124 {
125 src = (byte*)&value;
126 buf[index++] = *src++;
127 buf[index++] = *src++;
128 buf[index++] = *src++;
129 buf[index++] = *src++;
130 buf[index++] = *src++;
131 buf[index++] = *src++;
132 buf[index++] = *src++;
133 buf[index++] = *src;
134 }
135
136 public void Wvector3(Vector3 value)
137 {
138 src = (byte*)&value.X;
139 buf[index++] = *src++;
140 buf[index++] = *src++;
141 buf[index++] = *src++;
142 buf[index++] = *src;
143 src = (byte*)&value.Y; // it may have padding ??
144 buf[index++] = *src++;
145 buf[index++] = *src++;
146 buf[index++] = *src++;
147 buf[index++] = *src;
148 src = (byte*)&value.Z;
149 buf[index++] = *src++;
150 buf[index++] = *src++;
151 buf[index++] = *src++;
152 buf[index++] = *src;
153 }
154 public void Wquat(Quaternion value)
155 {
156 src = (byte*)&value.X;
157 buf[index++] = *src++;
158 buf[index++] = *src++;
159 buf[index++] = *src++;
160 buf[index++] = *src;
161 src = (byte*)&value.Y; // it may have padding ??
162 buf[index++] = *src++;
163 buf[index++] = *src++;
164 buf[index++] = *src++;
165 buf[index++] = *src;
166 src = (byte*)&value.Z;
167 buf[index++] = *src++;
168 buf[index++] = *src++;
169 buf[index++] = *src++;
170 buf[index++] = *src;
171 src = (byte*)&value.W;
172 buf[index++] = *src++;
173 buf[index++] = *src++;
174 buf[index++] = *src++;
175 buf[index++] = *src;
176 }
177 }
178
179 unsafe public class rstreamer
180 {
181 private byte[] rbuf;
182 private int ptr;
183 private byte* dst;
184
185 public rstreamer(byte[] data)
186 {
187 rbuf = data;
188 ptr = 0;
189 }
190
191 public void close()
192 {
193 }
194
195 public void Seek(int pos)
196 {
197 ptr = pos;
198 }
199
200 public void Seekrel(int pos)
201 {
202 ptr += pos;
203 }
204
205 public byte Rbyte()
206 {
207 return (byte)rbuf[ptr++];
208 }
209
210 public short Rshort()
211 {
212 short v;
213 dst = (byte*)&v;
214 *dst++ = rbuf[ptr++];
215 *dst = rbuf[ptr++];
216 return v;
217 }
218 public ushort Rushort()
219 {
220 ushort v;
221 dst = (byte*)&v;
222 *dst++ = rbuf[ptr++];
223 *dst = rbuf[ptr++];
224 return v;
225 }
226 public int Rint()
227 {
228 int v;
229 dst = (byte*)&v;
230 *dst++ = rbuf[ptr++];
231 *dst++ = rbuf[ptr++];
232 *dst++ = rbuf[ptr++];
233 *dst = rbuf[ptr++];
234 return v;
235 }
236 public uint Ruint()
237 {
238 uint v;
239 dst = (byte*)&v;
240 *dst++ = rbuf[ptr++];
241 *dst++ = rbuf[ptr++];
242 *dst++ = rbuf[ptr++];
243 *dst = rbuf[ptr++];
244 return v;
245 }
246 public long Rlong()
247 {
248 long v;
249 dst = (byte*)&v;
250 *dst++ = rbuf[ptr++];
251 *dst++ = rbuf[ptr++];
252 *dst++ = rbuf[ptr++];
253 *dst++ = rbuf[ptr++];
254 *dst++ = rbuf[ptr++];
255 *dst++ = rbuf[ptr++];
256 *dst++ = rbuf[ptr++];
257 *dst = rbuf[ptr++];
258 return v;
259 }
260 public ulong Rulong()
261 {
262 ulong v;
263 dst = (byte*)&v;
264 *dst++ = rbuf[ptr++];
265 *dst++ = rbuf[ptr++];
266 *dst++ = rbuf[ptr++];
267 *dst++ = rbuf[ptr++];
268 *dst++ = rbuf[ptr++];
269 *dst++ = rbuf[ptr++];
270 *dst++ = rbuf[ptr++];
271 *dst = rbuf[ptr++];
272 return v;
273 }
274 public float Rfloat()
275 {
276 float v;
277 dst = (byte*)&v;
278 *dst++ = rbuf[ptr++];
279 *dst++ = rbuf[ptr++];
280 *dst++ = rbuf[ptr++];
281 *dst = rbuf[ptr++];
282 return v;
283 }
284
285 public double Rdouble()
286 {
287 double v;
288 dst = (byte*)&v;
289 *dst++ = rbuf[ptr++];
290 *dst++ = rbuf[ptr++];
291 *dst++ = rbuf[ptr++];
292 *dst++ = rbuf[ptr++];
293 *dst++ = rbuf[ptr++];
294 *dst++ = rbuf[ptr++];
295 *dst++ = rbuf[ptr++];
296 *dst = rbuf[ptr++];
297 return v;
298 }
299
300 public Vector3 Rvector3()
301 {
302 Vector3 v;
303 dst = (byte*)&v.X;
304 *dst++ = rbuf[ptr++];
305 *dst++ = rbuf[ptr++];
306 *dst++ = rbuf[ptr++];
307 *dst = rbuf[ptr++];
308
309 dst = (byte*)&v.Y;
310 *dst++ = rbuf[ptr++];
311 *dst++ = rbuf[ptr++];
312 *dst++ = rbuf[ptr++];
313 *dst = rbuf[ptr++];
314
315 dst = (byte*)&v.Z;
316 *dst++ = rbuf[ptr++];
317 *dst++ = rbuf[ptr++];
318 *dst++ = rbuf[ptr++];
319 *dst = rbuf[ptr++];
320 return v;
321 }
322
323 public Quaternion Rquat()
324 {
325 Quaternion v;
326 dst = (byte*)&v.X;
327 *dst++ = rbuf[ptr++];
328 *dst++ = rbuf[ptr++];
329 *dst++ = rbuf[ptr++];
330 *dst = rbuf[ptr++];
331
332 dst = (byte*)&v.Y;
333 *dst++ = rbuf[ptr++];
334 *dst++ = rbuf[ptr++];
335 *dst++ = rbuf[ptr++];
336 *dst = rbuf[ptr++];
337
338 dst = (byte*)&v.Z;
339 *dst++ = rbuf[ptr++];
340 *dst++ = rbuf[ptr++];
341 *dst++ = rbuf[ptr++];
342 *dst = rbuf[ptr++];
343
344 dst = (byte*)&v.W;
345 *dst++ = rbuf[ptr++];
346 *dst++ = rbuf[ptr++];
347 *dst++ = rbuf[ptr++];
348 *dst = rbuf[ptr++];
349
350 return v;
351 }
352 }
353}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index 10c4bd3..df980ab 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Runtime.InteropServices;
30using OpenSim.Framework; 31using OpenSim.Framework;
31using OpenMetaverse; 32using OpenMetaverse;
32 33
@@ -36,7 +37,11 @@ namespace OpenSim.Region.Physics.Manager
36 { 37 {
37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); 38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical); 39 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
39 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache); 40 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde);
41 IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex);
42 void ReleaseMesh(IMesh mesh);
43 void ExpireReleaseMeshs();
44 void ExpireFileCache();
40 } 45 }
41 46
42 // Values for level of detail to be passed to the mesher. 47 // Values for level of detail to be passed to the mesher.
@@ -54,6 +59,25 @@ namespace OpenSim.Region.Physics.Manager
54 { 59 {
55 } 60 }
56 61
62 [Serializable()]
63 [StructLayout(LayoutKind.Explicit)]
64 public struct AMeshKey
65 {
66 [FieldOffset(0)]
67 public UUID uuid;
68 [FieldOffset(0)]
69 public ulong hashA;
70 [FieldOffset(8)]
71 public ulong hashB;
72 [FieldOffset(16)]
73 public ulong hashC;
74
75 public override string ToString()
76 {
77 return uuid.ToString() + "-" + hashC.ToString("x") ;
78 }
79 }
80
57 public interface IMesh 81 public interface IMesh
58 { 82 {
59 List<Vector3> getVertexList(); 83 List<Vector3> getVertexList();
@@ -66,5 +90,7 @@ namespace OpenSim.Region.Physics.Manager
66 void releasePinned(); 90 void releasePinned();
67 void Append(IMesh newMesh); 91 void Append(IMesh newMesh);
68 void TransformLinear(float[,] matrix, float[] offset); 92 void TransformLinear(float[,] matrix, float[] offset);
93 Vector3 GetCentroid();
94 Vector3 GetOBB();
69 } 95 }
70} 96}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index d119791..e2789d6 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -43,7 +43,8 @@ namespace OpenSim.Region.Physics.Manager
43 Unknown = 0, 43 Unknown = 0,
44 Agent = 1, 44 Agent = 1,
45 Prim = 2, 45 Prim = 2,
46 Ground = 3 46 Ground = 3,
47 Water = 4
47 } 48 }
48 49
49 public enum PIDHoverType 50 public enum PIDHoverType
@@ -59,15 +60,41 @@ namespace OpenSim.Region.Physics.Manager
59 public Vector3 Position; 60 public Vector3 Position;
60 public Vector3 SurfaceNormal; 61 public Vector3 SurfaceNormal;
61 public float PenetrationDepth; 62 public float PenetrationDepth;
63 public float RelativeSpeed;
64 public bool CharacterFeet;
62 65
63 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth) 66 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth)
64 { 67 {
65 Position = position; 68 Position = position;
66 SurfaceNormal = surfaceNormal; 69 SurfaceNormal = surfaceNormal;
67 PenetrationDepth = penetrationDepth; 70 PenetrationDepth = penetrationDepth;
71 RelativeSpeed = 0f; // for now let this one be set explicity
72 CharacterFeet = true; // keep other plugins work as before
73 }
74
75 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth, bool feet)
76 {
77 Position = position;
78 SurfaceNormal = surfaceNormal;
79 PenetrationDepth = penetrationDepth;
80 RelativeSpeed = 0f; // for now let this one be set explicity
81 CharacterFeet = feet; // keep other plugins work as before
68 } 82 }
69 } 83 }
70 84
85 public struct ContactData
86 {
87 public float mu;
88 public float bounce;
89 public bool softcolide;
90
91 public ContactData(float _mu, float _bounce, bool _softcolide)
92 {
93 mu = _mu;
94 bounce = _bounce;
95 softcolide = _softcolide;
96 }
97 }
71 /// <summary> 98 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 99 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 100 /// </summary>
@@ -99,7 +126,7 @@ namespace OpenSim.Region.Physics.Manager
99 m_objCollisionList.Add(localID, contact); 126 m_objCollisionList.Add(localID, contact);
100 } 127 }
101 else 128 else
102 { 129 {
103 if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth) 130 if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth)
104 m_objCollisionList[localID] = contact; 131 m_objCollisionList[localID] = contact;
105 } 132 }
@@ -135,6 +162,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 162 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 163 public event CollisionUpdate OnCollisionUpdate;
137 164
165 public virtual void SetVehicle(object vdata) { }
166
138 public event OutOfBounds OnOutOfBounds; 167 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 168#pragma warning restore 67
140 169
@@ -142,11 +171,34 @@ namespace OpenSim.Region.Physics.Manager
142 { 171 {
143 get { return new NullPhysicsActor(); } 172 get { return new NullPhysicsActor(); }
144 } 173 }
174
175 public virtual bool Building { get; set; }
176
177 public virtual void getContactData(ref ContactData cdata)
178 {
179 cdata.mu = 0;
180 cdata.bounce = 0;
181 }
145 182
146 public abstract bool Stopped { get; } 183 public abstract bool Stopped { get; }
147 184
148 public abstract Vector3 Size { get; set; } 185 public abstract Vector3 Size { get; set; }
149 186
187 public virtual void setAvatarSize(Vector3 size, float feetOffset)
188 {
189 Size = size;
190 }
191
192 public virtual bool Phantom { get; set; }
193
194 public virtual bool IsVolumeDtc
195 {
196 get { return false; }
197 set { return; }
198 }
199
200 public virtual byte PhysicsShapeType { get; set; }
201
150 public abstract PrimitiveBaseShape Shape { set; } 202 public abstract PrimitiveBaseShape Shape { set; }
151 203
152 uint m_baseLocalID; 204 uint m_baseLocalID;
@@ -167,7 +219,7 @@ namespace OpenSim.Region.Physics.Manager
167 /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or 219 /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or
168 /// water. This is not a problem due to the formatting of names given by prims and avatars. 220 /// water. This is not a problem due to the formatting of names given by prims and avatars.
169 /// </remarks> 221 /// </remarks>
170 public string Name { get; protected set; } 222 public string Name { get; set; }
171 223
172 /// <summary> 224 /// <summary>
173 /// This is being used by ODE joint code. 225 /// This is being used by ODE joint code.
@@ -218,9 +270,11 @@ namespace OpenSim.Region.Physics.Manager
218 handler(e); 270 handler(e);
219 } 271 }
220 272
221 public virtual void SetMaterial (int material) 273 public virtual void SetMaterial (int material) { }
222 { 274 public virtual float Density { get; set; }
223 } 275 public virtual float GravModifier { get; set; }
276 public virtual float Friction { get; set; }
277 public virtual float Bounce { get; set; }
224 278
225 /// <summary> 279 /// <summary>
226 /// Position of this actor. 280 /// Position of this actor.
@@ -249,6 +303,51 @@ namespace OpenSim.Region.Physics.Manager
249 public abstract Vector3 GeometricCenter { get; } 303 public abstract Vector3 GeometricCenter { get; }
250 public abstract Vector3 CenterOfMass { get; } 304 public abstract Vector3 CenterOfMass { get; }
251 305
306 public virtual Vector3 OOBsize
307 {
308 get
309 {
310 Vector3 s=Size;
311 s.X *=0.5f;
312 s.Y *=0.5f;
313 s.Z *=0.5f;
314 return s;
315 }
316 }
317
318 public virtual Vector3 OOBoffset
319 {
320 get
321 {
322 return Vector3.Zero;
323 }
324 }
325
326 public virtual float OOBRadiusSQ
327 {
328 get
329 {
330 return Size.LengthSquared() * 0.25f; // ((0.5^2)
331 }
332 }
333
334
335 public virtual float PhysicsCost
336 {
337 get
338 {
339 return 0.1f;
340 }
341 }
342
343 public virtual float StreamCost
344 {
345 get
346 {
347 return 1.0f;
348 }
349 }
350
252 /// <summary> 351 /// <summary>
253 /// The desired velocity of this actor. 352 /// The desired velocity of this actor.
254 /// </summary> 353 /// </summary>
@@ -309,13 +408,22 @@ namespace OpenSim.Region.Physics.Manager
309 public abstract void SubscribeEvents(int ms); 408 public abstract void SubscribeEvents(int ms);
310 public abstract void UnSubscribeEvents(); 409 public abstract void UnSubscribeEvents();
311 public abstract bool SubscribedEvents(); 410 public abstract bool SubscribedEvents();
411
412 public virtual void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { }
413
414 // Warning in a parent part it returns itself, not null
415 public virtual PhysicsActor ParentActor { get { return this; } }
416
417
312 } 418 }
313 419
314 public class NullPhysicsActor : PhysicsActor 420 public class NullPhysicsActor : PhysicsActor
315 { 421 {
422 private ActorTypes m_actorType = ActorTypes.Unknown;
423
316 public override bool Stopped 424 public override bool Stopped
317 { 425 {
318 get{ return false; } 426 get{ return true; }
319 } 427 }
320 428
321 public override Vector3 Position 429 public override Vector3 Position
@@ -332,6 +440,7 @@ namespace OpenSim.Region.Physics.Manager
332 440
333 public override uint LocalID 441 public override uint LocalID
334 { 442 {
443 get { return 0; }
335 set { return; } 444 set { return; }
336 } 445 }
337 446
@@ -391,50 +500,17 @@ namespace OpenSim.Region.Physics.Manager
391 set { return; } 500 set { return; }
392 } 501 }
393 502
394 public override void VehicleFloatParam(int param, float value) 503 public override void VehicleFloatParam(int param, float value) {}
395 { 504 public override void VehicleVectorParam(int param, Vector3 value) { }
505 public override void VehicleRotationParam(int param, Quaternion rotation) { }
506 public override void VehicleFlags(int param, bool remove) { }
507 public override void SetVolumeDetect(int param) {}
508 public override void SetMaterial(int material) {}
509 public override Vector3 CenterOfMass { get { return Vector3.Zero; }}
396 510
397 } 511 public override Vector3 GeometricCenter { get { return Vector3.Zero; }}
398
399 public override void VehicleVectorParam(int param, Vector3 value)
400 {
401
402 }
403
404 public override void VehicleRotationParam(int param, Quaternion rotation)
405 {
406 512
407 } 513 public override PrimitiveBaseShape Shape { set { return; }}
408
409 public override void VehicleFlags(int param, bool remove)
410 {
411
412 }
413
414 public override void SetVolumeDetect(int param)
415 {
416
417 }
418
419 public override void SetMaterial(int material)
420 {
421
422 }
423
424 public override Vector3 CenterOfMass
425 {
426 get { return Vector3.Zero; }
427 }
428
429 public override Vector3 GeometricCenter
430 {
431 get { return Vector3.Zero; }
432 }
433
434 public override PrimitiveBaseShape Shape
435 {
436 set { return; }
437 }
438 514
439 public override Vector3 Velocity 515 public override Vector3 Velocity
440 { 516 {
@@ -454,9 +530,7 @@ namespace OpenSim.Region.Physics.Manager
454 set { } 530 set { }
455 } 531 }
456 532
457 public override void CrossingFailure() 533 public override void CrossingFailure() {}
458 {
459 }
460 534
461 public override Quaternion Orientation 535 public override Quaternion Orientation
462 { 536 {
@@ -496,8 +570,20 @@ namespace OpenSim.Region.Physics.Manager
496 570
497 public override int PhysicsActorType 571 public override int PhysicsActorType
498 { 572 {
499 get { return (int) ActorTypes.Unknown; } 573 get { return (int)m_actorType; }
500 set { return; } 574 set {
575 ActorTypes type = (ActorTypes)value;
576 switch (type)
577 {
578 case ActorTypes.Ground:
579 case ActorTypes.Water:
580 m_actorType = type;
581 break;
582 default:
583 m_actorType = ActorTypes.Unknown;
584 break;
585 }
586 }
501 } 587 }
502 588
503 public override bool Kinematic 589 public override bool Kinematic
@@ -506,26 +592,11 @@ namespace OpenSim.Region.Physics.Manager
506 set { return; } 592 set { return; }
507 } 593 }
508 594
509 public override void link(PhysicsActor obj) 595 public override void link(PhysicsActor obj) { }
510 { 596 public override void delink() { }
511 } 597 public override void LockAngularMotion(Vector3 axis) { }
512 598 public override void AddForce(Vector3 force, bool pushforce) { }
513 public override void delink() 599 public override void AddAngularForce(Vector3 force, bool pushforce) { }
514 {
515 }
516
517 public override void LockAngularMotion(Vector3 axis)
518 {
519 }
520
521 public override void AddForce(Vector3 force, bool pushforce)
522 {
523 }
524
525 public override void AddAngularForce(Vector3 force, bool pushforce)
526 {
527
528 }
529 600
530 public override Vector3 RotationalVelocity 601 public override Vector3 RotationalVelocity
531 { 602 {
@@ -547,21 +618,10 @@ namespace OpenSim.Region.Physics.Manager
547 public override float APIDStrength { set { return; } } 618 public override float APIDStrength { set { return; } }
548 public override float APIDDamping { set { return; } } 619 public override float APIDDamping { set { return; } }
549 620
550 public override void SetMomentum(Vector3 momentum) 621 public override void SetMomentum(Vector3 momentum) { }
551 {
552 }
553
554 public override void SubscribeEvents(int ms)
555 {
556
557 }
558 public override void UnSubscribeEvents()
559 {
560 622
561 } 623 public override void SubscribeEvents(int ms) { }
562 public override bool SubscribedEvents() 624 public override void UnSubscribeEvents() { }
563 { 625 public override bool SubscribedEvents() { return false; }
564 return false;
565 }
566 } 626 }
567} 627}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 488900e..f82b597 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -38,11 +38,44 @@ namespace OpenSim.Region.Physics.Manager
38 38
39 public delegate void RaycastCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal); 39 public delegate void RaycastCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal);
40 public delegate void RayCallback(List<ContactResult> list); 40 public delegate void RayCallback(List<ContactResult> list);
41 public delegate void ProbeBoxCallback(List<ContactResult> list);
42 public delegate void ProbeSphereCallback(List<ContactResult> list);
43 public delegate void ProbePlaneCallback(List<ContactResult> list);
44 public delegate void SitAvatarCallback(int status, uint partID, Vector3 offset, Quaternion Orientation);
41 45
42 public delegate void JointMoved(PhysicsJoint joint); 46 public delegate void JointMoved(PhysicsJoint joint);
43 public delegate void JointDeactivated(PhysicsJoint joint); 47 public delegate void JointDeactivated(PhysicsJoint joint);
44 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" 48 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
45 49
50 public enum RayFilterFlags:ushort
51 {
52 // the flags
53 water = 0x01,
54 land = 0x02,
55 agent = 0x04,
56 nonphysical = 0x08,
57 physical = 0x10,
58 phantom = 0x20,
59 volumedtc = 0x40,
60
61 // ray cast colision control (may only work for meshs)
62 ContactsUnImportant = 0x2000,
63 BackFaceCull = 0x4000,
64 ClosestHit = 0x8000,
65
66 // some combinations
67 LSLPhanton = phantom | volumedtc,
68 PrimsNonPhantom = nonphysical | physical,
69 PrimsNonPhantomAgents = nonphysical | physical | agent,
70
71 AllPrims = nonphysical | phantom | volumedtc | physical,
72 AllButLand = agent | nonphysical | physical | phantom | volumedtc,
73
74 ClosestAndBackCull = ClosestHit | BackFaceCull,
75
76 All = 0x3f
77 }
78
46 public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback); 79 public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback);
47 public delegate void AssetReceivedDelegate(AssetBase asset); 80 public delegate void AssetReceivedDelegate(AssetBase asset);
48 81
@@ -57,18 +90,27 @@ namespace OpenSim.Region.Physics.Manager
57 public Vector3 Normal; 90 public Vector3 Normal;
58 } 91 }
59 92
93
94
60 public abstract class PhysicsScene 95 public abstract class PhysicsScene
61 { 96 {
62// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 97// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
63 98
64 /// <summary> 99 /// <summary>
65 /// Name of this scene. Useful in debug messages to distinguish one OdeScene instance from another. 100 /// A unique identifying string for this instance of the physics engine.
101 /// Useful in debug messages to distinguish one OdeScene instance from another.
102 /// Usually set to include the region name that the physics engine is acting for.
66 /// </summary> 103 /// </summary>
67 public string Name { get; protected set; } 104 public string Name { get; protected set; }
68 105
106 /// <summary>
107 /// A string identifying the family of this physics engine. Most common values returned
108 /// are "OpenDynamicsEngine" and "BulletSim" but others are possible.
109 /// </summary>
110 public string EngineType { get; protected set; }
111
69 // The only thing that should register for this event is the SceneGraph 112 // The only thing that should register for this event is the SceneGraph
70 // Anything else could cause problems. 113 // Anything else could cause problems.
71
72 public event physicsCrash OnPhysicsCrash; 114 public event physicsCrash OnPhysicsCrash;
73 115
74 public static PhysicsScene Null 116 public static PhysicsScene Null
@@ -97,8 +139,10 @@ namespace OpenSim.Region.Physics.Manager
97 /// <param name="size"></param> 139 /// <param name="size"></param>
98 /// <param name="isFlying"></param> 140 /// <param name="isFlying"></param>
99 /// <returns></returns> 141 /// <returns></returns>
100 public abstract PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying); 142 public virtual PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
101 143 {
144 return null;
145 }
102 /// <summary> 146 /// <summary>
103 /// Add an avatar 147 /// Add an avatar
104 /// </summary> 148 /// </summary>
@@ -115,6 +159,12 @@ namespace OpenSim.Region.Physics.Manager
115 return ret; 159 return ret;
116 } 160 }
117 161
162 public virtual PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
163 {
164 PhysicsActor ret = AddAvatar(localID, avName, position, size, isFlying);
165 return ret;
166 }
167
118 /// <summary> 168 /// <summary>
119 /// Remove an avatar. 169 /// Remove an avatar.
120 /// </summary> 170 /// </summary>
@@ -130,6 +180,25 @@ namespace OpenSim.Region.Physics.Manager
130 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 180 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
131 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 181 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
132 182
183 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
184 uint localid, byte[] sdata)
185 {
186 return null;
187 }
188
189 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
190 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
191 {
192 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
193 }
194
195
196 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
197 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
198 {
199 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
200 }
201
133 public virtual float TimeDilation 202 public virtual float TimeDilation
134 { 203 {
135 get { return 1.0f; } 204 get { return 1.0f; }
@@ -197,6 +266,9 @@ namespace OpenSim.Region.Physics.Manager
197 266
198 public abstract void AddPhysicsActorTaint(PhysicsActor prim); 267 public abstract void AddPhysicsActorTaint(PhysicsActor prim);
199 268
269
270 public virtual void PrepareSimulation() { }
271
200 /// <summary> 272 /// <summary>
201 /// Perform a simulation of the current physics scene over the given timestep. 273 /// Perform a simulation of the current physics scene over the given timestep.
202 /// </summary> 274 /// </summary>
@@ -241,7 +313,7 @@ namespace OpenSim.Region.Physics.Manager
241 } 313 }
242 314
243 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 315 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
244 316 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
245 public virtual void UnCombine(PhysicsScene pScene) {} 317 public virtual void UnCombine(PhysicsScene pScene) {}
246 318
247 /// <summary> 319 /// <summary>
@@ -279,5 +351,40 @@ namespace OpenSim.Region.Physics.Manager
279 { 351 {
280 return new List<ContactResult>(); 352 return new List<ContactResult>();
281 } 353 }
354
355 public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
356 {
357 return null;
358 }
359
360 public virtual bool SuportsRaycastWorldFiltered()
361 {
362 return false;
363 }
364
365 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags flags)
366 {
367 return new List<ContactResult>();
368 }
369
370 public virtual List<ContactResult> BoxProbe(Vector3 position, Vector3 size, Quaternion orientation, int Count, RayFilterFlags flags)
371 {
372 return new List<ContactResult>();
373 }
374
375 public virtual List<ContactResult> SphereProbe(Vector3 position, float radius, int Count, RayFilterFlags flags)
376 {
377 return new List<ContactResult>();
378 }
379
380 public virtual List<ContactResult> PlaneProbe(PhysicsActor actor, Vector4 plane, int Count, RayFilterFlags flags)
381 {
382 return new List<ContactResult>();
383 }
384
385 public virtual int SitAvatar(PhysicsActor actor, Vector3 AbsolutePosition, Vector3 CameraPosition, Vector3 offset, Vector3 AvatarSize, SitAvatarCallback PhysicsSitResponse)
386 {
387 return 0;
388 }
282 } 389 }
283} 390}
diff --git a/OpenSim/Region/Physics/Manager/VehicleConstants.cs b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
index f0775c1..8e24b4c 100644
--- a/OpenSim/Region/Physics/Manager/VehicleConstants.cs
+++ b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using OpenMetaverse;
29 30
30namespace OpenSim.Region.Physics.Manager 31namespace OpenSim.Region.Physics.Manager
31{ 32{
@@ -117,5 +118,47 @@ namespace OpenSim.Region.Physics.Manager
117 NO_DEFLECTION = 16392, 118 NO_DEFLECTION = 16392,
118 LOCK_ROTATION = 32784 119 LOCK_ROTATION = 32784
119 } 120 }
120 121
122 public struct VehicleData
123 {
124 public Vehicle m_type;
125 public VehicleFlag m_flags;
126
127 // Linear properties
128 public Vector3 m_linearMotorDirection;
129 public Vector3 m_linearFrictionTimescale;
130 public float m_linearMotorDecayTimescale;
131 public float m_linearMotorTimescale;
132 public Vector3 m_linearMotorOffset;
133
134 //Angular properties
135 public Vector3 m_angularMotorDirection;
136 public float m_angularMotorTimescale;
137 public float m_angularMotorDecayTimescale;
138 public Vector3 m_angularFrictionTimescale;
139
140 //Deflection properties
141 public float m_angularDeflectionEfficiency;
142 public float m_angularDeflectionTimescale;
143 public float m_linearDeflectionEfficiency;
144 public float m_linearDeflectionTimescale;
145
146 //Banking properties
147 public float m_bankingEfficiency;
148 public float m_bankingMix;
149 public float m_bankingTimescale;
150
151 //Hover and Buoyancy properties
152 public float m_VhoverHeight;
153 public float m_VhoverEfficiency;
154 public float m_VhoverTimescale;
155 public float m_VehicleBuoyancy;
156
157 //Attractor properties
158 public float m_verticalAttractionEfficiency;
159 public float m_verticalAttractionTimescale;
160
161 // Axis
162 public Quaternion m_referenceFrame;
163 }
121} 164}
diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
index 270d2ec..80ecf66 100644
--- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs
+++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
@@ -67,6 +67,11 @@ namespace OpenSim.Region.Physics.Manager
67 return CreateMesh(primName, primShape, size, lod, false, false); 67 return CreateMesh(primName, primShape, size, lod, false, false);
68 } 68 }
69 69
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex,bool forOde)
71 {
72 return CreateMesh(primName, primShape, size, lod, false);
73 }
74
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 75 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
71 { 76 {
72 return CreateMesh(primName, primShape, size, lod, false, false); 77 return CreateMesh(primName, primShape, size, lod, false, false);
@@ -79,5 +84,14 @@ namespace OpenSim.Region.Physics.Manager
79 84
80 return null; 85 return null;
81 } 86 }
87
88 public IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
89 {
90 return null;
91 }
92
93 public void ReleaseMesh(IMesh mesh) { }
94 public void ExpireReleaseMeshs() { }
95 public void ExpireFileCache() { }
82 } 96 }
83} 97}
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index f781ff9..6970553 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -46,11 +46,36 @@ namespace OpenSim.Region.Physics.Meshing
46 IntPtr m_indicesPtr = IntPtr.Zero; 46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0; 47 int m_indexCount = 0;
48 public float[] m_normals; 48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
49 70
50 public Mesh() 71 public Mesh()
51 { 72 {
52 m_vertices = new Dictionary<Vertex, int>(); 73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
53 m_triangles = new List<Triangle>(); 76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
54 } 79 }
55 80
56 public Mesh Clone() 81 public Mesh Clone()
@@ -61,7 +86,8 @@ namespace OpenSim.Region.Physics.Meshing
61 { 86 {
62 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); 87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
63 } 88 }
64 89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
65 return result; 91 return result;
66 } 92 }
67 93
@@ -71,15 +97,63 @@ namespace OpenSim.Region.Physics.Meshing
71 throw new NotSupportedException("Attempt to Add to a pinned Mesh"); 97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
72 // If a vertex of the triangle is not yet in the vertices list, 98 // If a vertex of the triangle is not yet in the vertices list,
73 // add it and set its index to the current index count 99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
74 if (!m_vertices.ContainsKey(triangle.v1)) 116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
75 m_vertices[triangle.v1] = m_vertices.Count; 118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
76 if (!m_vertices.ContainsKey(triangle.v2)) 124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
77 m_vertices[triangle.v2] = m_vertices.Count; 126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
78 if (!m_vertices.ContainsKey(triangle.v3)) 132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
79 m_vertices[triangle.v3] = m_vertices.Count; 134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
80 m_triangles.Add(triangle); 140 m_triangles.Add(triangle);
81 } 141 }
82 142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
151 // not functional
152 public Vector3 GetOBB()
153 {
154 return new Vector3(0.5f, 0.5f, 0.5f);
155 }
156
83 public void CalcNormals() 157 public void CalcNormals()
84 { 158 {
85 int iTriangles = m_triangles.Count; 159 int iTriangles = m_triangles.Count;
@@ -185,6 +259,7 @@ namespace OpenSim.Region.Physics.Meshing
185 public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount) 259 public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount)
186 { 260 {
187 // A vertex is 3 floats 261 // A vertex is 3 floats
262
188 vertexStride = 3 * sizeof(float); 263 vertexStride = 3 * sizeof(float);
189 264
190 // If there isn't an unmanaged array allocated yet, do it now 265 // If there isn't an unmanaged array allocated yet, do it now
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 8145d61..d181b78 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -705,6 +705,11 @@ namespace OpenSim.Region.Physics.Meshing
705 return CreateMesh(primName, primShape, size, lod, false, true); 705 return CreateMesh(primName, primShape, size, lod, false, true);
706 } 706 }
707 707
708 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde)
709 {
710 return CreateMesh(primName, primShape, size, lod, false);
711 }
712
708 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 713 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
709 { 714 {
710 return CreateMesh(primName, primShape, size, lod, isPhysical, true); 715 return CreateMesh(primName, primShape, size, lod, isPhysical, true);
@@ -757,5 +762,13 @@ namespace OpenSim.Region.Physics.Meshing
757 762
758 return mesh; 763 return mesh;
759 } 764 }
765 public IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
766 {
767 return null;
768 }
769
770 public void ReleaseMesh(IMesh imesh) { }
771 public void ExpireReleaseMeshs() { }
772 public void ExpireFileCache() { }
760 } 773 }
761} 774}
diff --git a/OpenSim/Region/Physics/Meshing/SculptMap.cs b/OpenSim/Region/Physics/Meshing/SculptMap.cs
index 740424e..b3d9cb6 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMap.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMap.cs
@@ -58,28 +58,24 @@ namespace PrimMesher
58 if (bmW == 0 || bmH == 0) 58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data"); 59 throw new Exception("SculptMap: bitmap has no data");
60 60
61 int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image 61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62 62
63 bool smallMap = bmW * bmH <= numLodPixels;
63 bool needsScaling = false; 64 bool needsScaling = false;
64 65
65 bool smallMap = bmW * bmH <= lod * lod;
66
67 width = bmW; 66 width = bmW;
68 height = bmH; 67 height = bmH;
69 while (width * height > numLodPixels) 68 while (width * height > numLodPixels * 4)
70 { 69 {
71 width >>= 1; 70 width >>= 1;
72 height >>= 1; 71 height >>= 1;
73 needsScaling = true; 72 needsScaling = true;
74 } 73 }
75 74
76
77
78 try 75 try
79 { 76 {
80 if (needsScaling) 77 if (needsScaling)
81 bm = ScaleImage(bm, width, height, 78 bm = ScaleImage(bm, width, height);
82 System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor);
83 } 79 }
84 80
85 catch (Exception e) 81 catch (Exception e)
@@ -87,7 +83,7 @@ namespace PrimMesher
87 throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); 83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
88 } 84 }
89 85
90 if (width * height > lod * lod) 86 if (width * height > numLodPixels)
91 { 87 {
92 width >>= 1; 88 width >>= 1;
93 height >>= 1; 89 height >>= 1;
@@ -144,15 +140,17 @@ namespace PrimMesher
144 int rowNdx, colNdx; 140 int rowNdx, colNdx;
145 int smNdx = 0; 141 int smNdx = 0;
146 142
143
147 for (rowNdx = 0; rowNdx < numRows; rowNdx++) 144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
148 { 145 {
149 List<Coord> row = new List<Coord>(numCols); 146 List<Coord> row = new List<Coord>(numCols);
150 for (colNdx = 0; colNdx < numCols; colNdx++) 147 for (colNdx = 0; colNdx < numCols; colNdx++)
151 { 148 {
149
152 if (mirror) 150 if (mirror)
153 row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f)); 151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
154 else 152 else
155 row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f)); 153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
156 154
157 ++smNdx; 155 ++smNdx;
158 } 156 }
@@ -161,23 +159,39 @@ namespace PrimMesher
161 return rows; 159 return rows;
162 } 160 }
163 161
164 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight, 162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
165 System.Drawing.Drawing2D.InterpolationMode interpMode)
166 { 163 {
167 Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight);
168 scaledImage.SetResolution(96.0f, 96.0f);
169
170 Graphics grPhoto = Graphics.FromImage(scaledImage);
171 grPhoto.InterpolationMode = interpMode;
172 164
173 grPhoto.DrawImage(srcImage, 165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
174 new Rectangle(0, 0, destWidth, destHeight), 166
175 new Rectangle(0, 0, srcImage.Width, srcImage.Height), 167 Color c;
176 GraphicsUnit.Pixel); 168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
177 185
178 grPhoto.Dispose(); 186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
179 return scaledImage; 191 return scaledImage;
180 } 192 }
193
194 }
195
181 } 196 }
182}
183#endif 197#endif
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 0d66496..d09aa62 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -352,10 +352,11 @@ namespace OpenSim.Region.Physics.OdePlugin
352 if (m_assetFailed) 352 if (m_assetFailed)
353 { 353 {
354 d.GeomSetCategoryBits(prim_geom, 0); 354 d.GeomSetCategoryBits(prim_geom, 0);
355 d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits); 355 d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
356 } 356 }
357 else 357 else
358 { 358 {
359
359 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 360 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
360 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 361 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
361 } 362 }
@@ -425,7 +426,7 @@ namespace OpenSim.Region.Physics.OdePlugin
425 if (m_assetFailed) 426 if (m_assetFailed)
426 { 427 {
427 d.GeomSetCategoryBits(prim_geom, 0); 428 d.GeomSetCategoryBits(prim_geom, 0);
428 d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits); 429 d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
429 } 430 }
430 else 431 else
431 { 432 {
@@ -858,6 +859,11 @@ namespace OpenSim.Region.Physics.OdePlugin
858 859
859 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>(); 860 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
860 861
862 public int BadAssetColideBits()
863 {
864 return (m_isphysical ? (int)CollisionCategories.Land : 0);
865 }
866
861 private void setMesh(OdeScene parent_scene, IMesh mesh) 867 private void setMesh(OdeScene parent_scene, IMesh mesh)
862 { 868 {
863// m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh); 869// m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh);
@@ -1139,7 +1145,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1139 if (prm.m_assetFailed) 1145 if (prm.m_assetFailed)
1140 { 1146 {
1141 d.GeomSetCategoryBits(prm.prim_geom, 0); 1147 d.GeomSetCategoryBits(prm.prim_geom, 0);
1142 d.GeomSetCollideBits(prm.prim_geom, prm.BadMeshAssetCollideBits); 1148 d.GeomSetCollideBits(prm.prim_geom, prm.BadAssetColideBits());
1143 } 1149 }
1144 else 1150 else
1145 { 1151 {
@@ -1193,7 +1199,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1193 if (m_assetFailed) 1199 if (m_assetFailed)
1194 { 1200 {
1195 d.GeomSetCategoryBits(prim_geom, 0); 1201 d.GeomSetCategoryBits(prim_geom, 0);
1196 d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits); 1202 d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
1197 } 1203 }
1198 else 1204 else
1199 { 1205 {
@@ -1395,7 +1401,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1395 if (m_assetFailed) 1401 if (m_assetFailed)
1396 { 1402 {
1397 d.GeomSetCategoryBits(prim_geom, 0); 1403 d.GeomSetCategoryBits(prim_geom, 0);
1398 d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits); 1404 d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
1399 } 1405 }
1400 else 1406 else
1401 { 1407 {
@@ -2139,7 +2145,7 @@ Console.WriteLine(" JointCreateFixed");
2139 } 2145 }
2140 2146
2141 if (m_assetFailed) 2147 if (m_assetFailed)
2142 d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits); 2148 d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
2143 else 2149 else
2144 2150
2145 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 2151 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
@@ -2950,7 +2956,7 @@ Console.WriteLine(" JointCreateFixed");
2950 } 2956 }
2951 public override bool PIDActive { set { m_usePID = value; } } 2957 public override bool PIDActive { set { m_usePID = value; } }
2952 public override float PIDTau { set { m_PIDTau = value; } } 2958 public override float PIDTau { set { m_PIDTau = value; } }
2953 2959
2954 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2960 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2955 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2961 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2956 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2962 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
@@ -3377,4 +3383,4 @@ Console.WriteLine(" JointCreateFixed");
3377 } 3383 }
3378 } 3384 }
3379 } 3385 }
3380} \ No newline at end of file 3386}
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 478dd95..07663b3 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -72,7 +72,7 @@ namespace OpenSim.Region.Physics.OdePlugin
72 // http://opensimulator.org/mantis/view.php?id=2750). 72 // http://opensimulator.org/mantis/view.php?id=2750).
73 d.InitODE(); 73 d.InitODE();
74 74
75 m_scene = new OdeScene(sceneIdentifier); 75 m_scene = new OdeScene(GetName(), sceneIdentifier);
76 } 76 }
77 77
78 return m_scene; 78 return m_scene;
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index d53bd90..02a0b15 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -526,11 +526,12 @@ namespace OpenSim.Region.Physics.OdePlugin
526 /// These settings need to be tweaked 'exactly' right or weird stuff happens. 526 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
527 /// </summary> 527 /// </summary>
528 /// <param value="name">Name of the scene. Useful in debug messages.</param> 528 /// <param value="name">Name of the scene. Useful in debug messages.</param>
529 public OdeScene(string name) 529 public OdeScene(string engineType, string name)
530 { 530 {
531 m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + name); 531 m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + name);
532 532
533 Name = name; 533 Name = name;
534 EngineType = engineType;
534 535
535 nearCallback = near; 536 nearCallback = near;
536 triCallback = TriCallback; 537 triCallback = TriCallback;
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
index e6b42e6..ed086dd 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
@@ -49,7 +49,7 @@ namespace OpenSim.Region.Physics.POSPlugin
49 49
50 public PhysicsScene GetScene(string sceneIdentifier) 50 public PhysicsScene GetScene(string sceneIdentifier)
51 { 51 {
52 return new POSScene(sceneIdentifier); 52 return new POSScene(GetName(), sceneIdentifier);
53 } 53 }
54 54
55 public string GetName() 55 public string GetName()
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index e4fd7eb..2ea8bfc 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -297,7 +297,7 @@ namespace OpenSim.Region.Physics.POSPlugin
297 { 297 {
298 set { return; } 298 set { return; }
299 } 299 }
300 300
301 public override Quaternion APIDTarget 301 public override Quaternion APIDTarget
302 { 302 {
303 set { return; } 303 set { return; }
diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/Physics/POSPlugin/POSScene.cs
index 2f24a50..d30d482 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSScene.cs
@@ -43,8 +43,10 @@ namespace OpenSim.Region.Physics.POSPlugin
43 43
44 //protected internal string sceneIdentifier; 44 //protected internal string sceneIdentifier;
45 45
46 public POSScene(String _sceneIdentifier) 46 public POSScene(string engineType, String _sceneIdentifier)
47 { 47 {
48 EngineType = engineType;
49 Name = EngineType + "/" + _sceneIdentifier;
48 //sceneIdentifier = _sceneIdentifier; 50 //sceneIdentifier = _sceneIdentifier;
49 } 51 }
50 52
diff --git a/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
new file mode 100644
index 0000000..2938257
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
@@ -0,0 +1,340 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Diagnostics;
31using System.Globalization;
32using OpenMetaverse;
33using OpenSim.Region.Physics.Manager;
34using OpenSim.Region.Physics.Meshing;
35
36public class Vertex : IComparable<Vertex>
37{
38 Vector3 vector;
39
40 public float X
41 {
42 get { return vector.X; }
43 set { vector.X = value; }
44 }
45
46 public float Y
47 {
48 get { return vector.Y; }
49 set { vector.Y = value; }
50 }
51
52 public float Z
53 {
54 get { return vector.Z; }
55 set { vector.Z = value; }
56 }
57
58 public Vertex(float x, float y, float z)
59 {
60 vector.X = x;
61 vector.Y = y;
62 vector.Z = z;
63 }
64
65 public Vertex normalize()
66 {
67 float tlength = vector.Length();
68 if (tlength != 0f)
69 {
70 float mul = 1.0f / tlength;
71 return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul);
72 }
73 else
74 {
75 return new Vertex(0f, 0f, 0f);
76 }
77 }
78
79 public Vertex cross(Vertex v)
80 {
81 return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X);
82 }
83
84 // disable warning: mono compiler moans about overloading
85 // operators hiding base operator but should not according to C#
86 // language spec
87#pragma warning disable 0108
88 public static Vertex operator *(Vertex v, Quaternion q)
89 {
90 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
91
92 Vertex v2 = new Vertex(0f, 0f, 0f);
93
94 v2.X = q.W * q.W * v.X +
95 2f * q.Y * q.W * v.Z -
96 2f * q.Z * q.W * v.Y +
97 q.X * q.X * v.X +
98 2f * q.Y * q.X * v.Y +
99 2f * q.Z * q.X * v.Z -
100 q.Z * q.Z * v.X -
101 q.Y * q.Y * v.X;
102
103 v2.Y =
104 2f * q.X * q.Y * v.X +
105 q.Y * q.Y * v.Y +
106 2f * q.Z * q.Y * v.Z +
107 2f * q.W * q.Z * v.X -
108 q.Z * q.Z * v.Y +
109 q.W * q.W * v.Y -
110 2f * q.X * q.W * v.Z -
111 q.X * q.X * v.Y;
112
113 v2.Z =
114 2f * q.X * q.Z * v.X +
115 2f * q.Y * q.Z * v.Y +
116 q.Z * q.Z * v.Z -
117 2f * q.W * q.Y * v.X -
118 q.Y * q.Y * v.Z +
119 2f * q.W * q.X * v.Y -
120 q.X * q.X * v.Z +
121 q.W * q.W * v.Z;
122
123 return v2;
124 }
125
126 public static Vertex operator +(Vertex v1, Vertex v2)
127 {
128 return new Vertex(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z);
129 }
130
131 public static Vertex operator -(Vertex v1, Vertex v2)
132 {
133 return new Vertex(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
134 }
135
136 public static Vertex operator *(Vertex v1, Vertex v2)
137 {
138 return new Vertex(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z);
139 }
140
141 public static Vertex operator +(Vertex v1, float am)
142 {
143 v1.X += am;
144 v1.Y += am;
145 v1.Z += am;
146 return v1;
147 }
148
149 public static Vertex operator -(Vertex v1, float am)
150 {
151 v1.X -= am;
152 v1.Y -= am;
153 v1.Z -= am;
154 return v1;
155 }
156
157 public static Vertex operator *(Vertex v1, float am)
158 {
159 v1.X *= am;
160 v1.Y *= am;
161 v1.Z *= am;
162 return v1;
163 }
164
165 public static Vertex operator /(Vertex v1, float am)
166 {
167 if (am == 0f)
168 {
169 return new Vertex(0f,0f,0f);
170 }
171 float mul = 1.0f / am;
172 v1.X *= mul;
173 v1.Y *= mul;
174 v1.Z *= mul;
175 return v1;
176 }
177#pragma warning restore 0108
178
179
180 public float dot(Vertex v)
181 {
182 return X * v.X + Y * v.Y + Z * v.Z;
183 }
184
185 public Vertex(Vector3 v)
186 {
187 vector = v;
188 }
189
190 public Vertex Clone()
191 {
192 return new Vertex(X, Y, Z);
193 }
194
195 public static Vertex FromAngle(double angle)
196 {
197 return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f);
198 }
199
200 public float Length()
201 {
202 return vector.Length();
203 }
204
205 public virtual bool Equals(Vertex v, float tolerance)
206 {
207 Vertex diff = this - v;
208 float d = diff.Length();
209 if (d < tolerance)
210 return true;
211
212 return false;
213 }
214
215
216 public int CompareTo(Vertex other)
217 {
218 if (X < other.X)
219 return -1;
220
221 if (X > other.X)
222 return 1;
223
224 if (Y < other.Y)
225 return -1;
226
227 if (Y > other.Y)
228 return 1;
229
230 if (Z < other.Z)
231 return -1;
232
233 if (Z > other.Z)
234 return 1;
235
236 return 0;
237 }
238
239 public static bool operator >(Vertex me, Vertex other)
240 {
241 return me.CompareTo(other) > 0;
242 }
243
244 public static bool operator <(Vertex me, Vertex other)
245 {
246 return me.CompareTo(other) < 0;
247 }
248
249 public String ToRaw()
250 {
251 // Why this stuff with the number formatter?
252 // Well, the raw format uses the english/US notation of numbers
253 // where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1.
254 // The german notation uses these characters exactly vice versa!
255 // The Float.ToString() routine is a localized one, giving different results depending on the country
256 // settings your machine works with. Unusable for a machine readable file format :-(
257 NumberFormatInfo nfi = new NumberFormatInfo();
258 nfi.NumberDecimalSeparator = ".";
259 nfi.NumberDecimalDigits = 3;
260
261 String s1 = X.ToString("N2", nfi) + " " + Y.ToString("N2", nfi) + " " + Z.ToString("N2", nfi);
262
263 return s1;
264 }
265}
266
267public class Triangle
268{
269 public Vertex v1;
270 public Vertex v2;
271 public Vertex v3;
272
273 public Triangle(Vertex _v1, Vertex _v2, Vertex _v3)
274 {
275 v1 = _v1;
276 v2 = _v2;
277 v3 = _v3;
278 }
279
280 public Triangle(float _v1x,float _v1y,float _v1z,
281 float _v2x,float _v2y,float _v2z,
282 float _v3x,float _v3y,float _v3z)
283 {
284 v1 = new Vertex(_v1x, _v1y, _v1z);
285 v2 = new Vertex(_v2x, _v2y, _v2z);
286 v3 = new Vertex(_v3x, _v3y, _v3z);
287 }
288
289 public override String ToString()
290 {
291 NumberFormatInfo nfi = new NumberFormatInfo();
292 nfi.CurrencyDecimalDigits = 2;
293 nfi.CurrencyDecimalSeparator = ".";
294
295 String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">";
296 String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">";
297 String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">";
298
299 return s1 + ";" + s2 + ";" + s3;
300 }
301
302 public Vector3 getNormal()
303 {
304 // Vertices
305
306 // Vectors for edges
307 Vector3 e1;
308 Vector3 e2;
309
310 e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
311 e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
312
313 // Cross product for normal
314 Vector3 n = Vector3.Cross(e1, e2);
315
316 // Length
317 float l = n.Length();
318
319 // Normalized "normal"
320 n = n/l;
321
322 return n;
323 }
324
325 public void invertNormal()
326 {
327 Vertex vt;
328 vt = v1;
329 v1 = v2;
330 v2 = vt;
331 }
332
333 // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and
334 // debugging purposes
335 public String ToStringRaw()
336 {
337 String output = v1.ToRaw() + " " + v2.ToRaw() + " " + v3.ToRaw();
338 return output;
339 }
340}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
new file mode 100644
index 0000000..b67422f
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
@@ -0,0 +1,614 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.IO;
31using System.Runtime.InteropServices;
32using OpenSim.Region.Physics.Manager;
33using PrimMesher;
34using OpenMetaverse;
35using System.Runtime.Serialization;
36using System.Runtime.Serialization.Formatters.Binary;
37
38namespace OpenSim.Region.Physics.Meshing
39{
40 public class MeshBuildingData
41 {
42 public Dictionary<Vertex, int> m_vertices;
43 public List<Triangle> m_triangles;
44 public float m_obbXmin;
45 public float m_obbXmax;
46 public float m_obbYmin;
47 public float m_obbYmax;
48 public float m_obbZmin;
49 public float m_obbZmax;
50 public Vector3 m_centroid;
51 public int m_centroidDiv;
52 }
53
54 [Serializable()]
55 public class Mesh : IMesh
56 {
57 float[] vertices;
58 int[] indexes;
59 Vector3 m_obb;
60 Vector3 m_obboffset;
61 [NonSerialized()]
62 MeshBuildingData m_bdata;
63 [NonSerialized()]
64 GCHandle vhandler;
65 [NonSerialized()]
66 GCHandle ihandler;
67 [NonSerialized()]
68 IntPtr m_verticesPtr = IntPtr.Zero;
69 [NonSerialized()]
70 IntPtr m_indicesPtr = IntPtr.Zero;
71 [NonSerialized()]
72 int m_vertexCount = 0;
73 [NonSerialized()]
74 int m_indexCount = 0;
75
76 public int RefCount { get; set; }
77 public AMeshKey Key { get; set; }
78
79 private class vertexcomp : IEqualityComparer<Vertex>
80 {
81 public bool Equals(Vertex v1, Vertex v2)
82 {
83 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
84 return true;
85 else
86 return false;
87 }
88 public int GetHashCode(Vertex v)
89 {
90 int a = v.X.GetHashCode();
91 int b = v.Y.GetHashCode();
92 int c = v.Z.GetHashCode();
93 return (a << 16) ^ (b << 8) ^ c;
94 }
95 }
96
97 public Mesh()
98 {
99 vertexcomp vcomp = new vertexcomp();
100
101 m_bdata = new MeshBuildingData();
102 m_bdata.m_vertices = new Dictionary<Vertex, int>(vcomp);
103 m_bdata.m_triangles = new List<Triangle>();
104 m_bdata.m_centroid = Vector3.Zero;
105 m_bdata.m_centroidDiv = 0;
106 m_bdata.m_obbXmin = float.MaxValue;
107 m_bdata.m_obbXmax = float.MinValue;
108 m_bdata.m_obbYmin = float.MaxValue;
109 m_bdata.m_obbYmax = float.MinValue;
110 m_bdata.m_obbZmin = float.MaxValue;
111 m_bdata.m_obbZmax = float.MinValue;
112 m_obb = new Vector3(0.5f, 0.5f, 0.5f);
113 m_obboffset = Vector3.Zero;
114 }
115
116
117 public Mesh Scale(Vector3 scale)
118 {
119 if (m_verticesPtr == null || m_indicesPtr == null)
120 return null;
121
122 Mesh result = new Mesh();
123
124 float x = scale.X;
125 float y = scale.Y;
126 float z = scale.Z;
127
128 result.m_obb.X = m_obb.X * x;
129 result.m_obb.Y = m_obb.Y * y;
130 result.m_obb.Z = m_obb.Z * z;
131 result.m_obboffset.X = m_obboffset.X * x;
132 result.m_obboffset.Y = m_obboffset.Y * y;
133 result.m_obboffset.Z = m_obboffset.Z * z;
134
135 result.vertices = new float[vertices.Length];
136 int j = 0;
137 for (int i = 0; i < m_vertexCount; i++)
138 {
139 result.vertices[j] = vertices[j] * x;
140 j++;
141 result.vertices[j] = vertices[j] * y;
142 j++;
143 result.vertices[j] = vertices[j] * z;
144 j++;
145 }
146
147 result.indexes = new int[indexes.Length];
148 indexes.CopyTo(result.indexes,0);
149
150 result.pinMemory();
151
152 return result;
153 }
154
155 public Mesh Clone()
156 {
157 Mesh result = new Mesh();
158
159 if (m_bdata != null)
160 {
161 result.m_bdata = new MeshBuildingData();
162 foreach (Triangle t in m_bdata.m_triangles)
163 {
164 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
165 }
166 result.m_bdata.m_centroid = m_bdata.m_centroid;
167 result.m_bdata.m_centroidDiv = m_bdata.m_centroidDiv;
168 result.m_bdata.m_obbXmin = m_bdata.m_obbXmin;
169 result.m_bdata.m_obbXmax = m_bdata.m_obbXmax;
170 result.m_bdata.m_obbYmin = m_bdata.m_obbYmin;
171 result.m_bdata.m_obbYmax = m_bdata.m_obbYmax;
172 result.m_bdata.m_obbZmin = m_bdata.m_obbZmin;
173 result.m_bdata.m_obbZmax = m_bdata.m_obbZmax;
174 }
175 result.m_obb = m_obb;
176 result.m_obboffset = m_obboffset;
177 return result;
178 }
179
180 public void addVertexLStats(Vertex v)
181 {
182 float x = v.X;
183 float y = v.Y;
184 float z = v.Z;
185
186 m_bdata.m_centroid.X += x;
187 m_bdata.m_centroid.Y += y;
188 m_bdata.m_centroid.Z += z;
189 m_bdata.m_centroidDiv++;
190
191 if (x > m_bdata.m_obbXmax)
192 m_bdata.m_obbXmax = x;
193 else if (x < m_bdata.m_obbXmin)
194 m_bdata.m_obbXmin = x;
195
196 if (y > m_bdata.m_obbYmax)
197 m_bdata.m_obbYmax = y;
198 else if (y < m_bdata.m_obbYmin)
199 m_bdata.m_obbYmin = y;
200
201 if (z > m_bdata.m_obbZmax)
202 m_bdata.m_obbZmax = z;
203 else if (z < m_bdata.m_obbZmin)
204 m_bdata.m_obbZmin = z;
205
206 }
207
208 private float fRound(float f)
209 {
210 int i;
211 if (f == 0f)
212 return f;
213 else if (f > 0f)
214 i = (int)(1e5f * f + 0.5f);
215 else
216 i = (int)(1e5f * f - 0.5f);
217
218 return ((float)i * 1e-5f);
219 }
220
221 public void Add(Triangle triangle)
222 {
223 if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
224 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
225
226 // round down
227 triangle.v1.X = fRound(triangle.v1.X);
228 triangle.v1.Y = fRound(triangle.v1.Y);
229 triangle.v1.Z = fRound(triangle.v1.Z);
230 triangle.v2.X = fRound(triangle.v2.X);
231 triangle.v2.Y = fRound(triangle.v2.Y);
232 triangle.v2.Z = fRound(triangle.v2.Z);
233 triangle.v3.X = fRound(triangle.v3.X);
234 triangle.v3.Y = fRound(triangle.v3.Y);
235 triangle.v3.Z = fRound(triangle.v3.Z);
236
237 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
238 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
239 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
240 )
241 {
242 return;
243 }
244
245 if (m_bdata.m_vertices.Count == 0)
246 {
247 m_bdata.m_centroidDiv = 0;
248 m_bdata.m_centroid = Vector3.Zero;
249 }
250
251 if (!m_bdata.m_vertices.ContainsKey(triangle.v1))
252 {
253 m_bdata.m_vertices[triangle.v1] = m_bdata.m_vertices.Count;
254 addVertexLStats(triangle.v1);
255 }
256 if (!m_bdata.m_vertices.ContainsKey(triangle.v2))
257 {
258 m_bdata.m_vertices[triangle.v2] = m_bdata.m_vertices.Count;
259 addVertexLStats(triangle.v2);
260 }
261 if (!m_bdata.m_vertices.ContainsKey(triangle.v3))
262 {
263 m_bdata.m_vertices[triangle.v3] = m_bdata.m_vertices.Count;
264 addVertexLStats(triangle.v3);
265 }
266 m_bdata.m_triangles.Add(triangle);
267 }
268
269 public Vector3 GetCentroid()
270 {
271 return m_obboffset;
272
273 }
274
275 public Vector3 GetOBB()
276 {
277 return m_obb;
278 float x, y, z;
279 if (m_bdata.m_centroidDiv > 0)
280 {
281 x = (m_bdata.m_obbXmax - m_bdata.m_obbXmin) * 0.5f;
282 y = (m_bdata.m_obbYmax - m_bdata.m_obbYmin) * 0.5f;
283 z = (m_bdata.m_obbZmax - m_bdata.m_obbZmin) * 0.5f;
284 }
285 else // ??
286 {
287 x = 0.5f;
288 y = 0.5f;
289 z = 0.5f;
290 }
291 return new Vector3(x, y, z);
292 }
293
294 public List<Vector3> getVertexList()
295 {
296 List<Vector3> result = new List<Vector3>();
297 foreach (Vertex v in m_bdata.m_vertices.Keys)
298 {
299 result.Add(new Vector3(v.X, v.Y, v.Z));
300 }
301 return result;
302 }
303
304 private float[] getVertexListAsFloat()
305 {
306 if (m_bdata.m_vertices == null)
307 throw new NotSupportedException();
308 float[] result = new float[m_bdata.m_vertices.Count * 3];
309 foreach (KeyValuePair<Vertex, int> kvp in m_bdata.m_vertices)
310 {
311 Vertex v = kvp.Key;
312 int i = kvp.Value;
313 result[3 * i + 0] = v.X;
314 result[3 * i + 1] = v.Y;
315 result[3 * i + 2] = v.Z;
316 }
317 return result;
318 }
319
320 public float[] getVertexListAsFloatLocked()
321 {
322 return null;
323 }
324
325 public void getVertexListAsPtrToFloatArray(out IntPtr _vertices, out int vertexStride, out int vertexCount)
326 {
327 // A vertex is 3 floats
328 vertexStride = 3 * sizeof(float);
329
330 // If there isn't an unmanaged array allocated yet, do it now
331 if (m_verticesPtr == IntPtr.Zero && m_bdata != null)
332 {
333 vertices = getVertexListAsFloat();
334 // Each vertex is 3 elements (floats)
335 m_vertexCount = vertices.Length / 3;
336 vhandler = GCHandle.Alloc(vertices, GCHandleType.Pinned);
337 m_verticesPtr = vhandler.AddrOfPinnedObject();
338 GC.AddMemoryPressure(Buffer.ByteLength(vertices));
339 }
340 _vertices = m_verticesPtr;
341 vertexCount = m_vertexCount;
342 }
343
344 public int[] getIndexListAsInt()
345 {
346 if (m_bdata.m_triangles == null)
347 throw new NotSupportedException();
348 int[] result = new int[m_bdata.m_triangles.Count * 3];
349 for (int i = 0; i < m_bdata.m_triangles.Count; i++)
350 {
351 Triangle t = m_bdata.m_triangles[i];
352 result[3 * i + 0] = m_bdata.m_vertices[t.v1];
353 result[3 * i + 1] = m_bdata.m_vertices[t.v2];
354 result[3 * i + 2] = m_bdata.m_vertices[t.v3];
355 }
356 return result;
357 }
358
359 /// <summary>
360 /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
361 /// </summary>
362 /// <returns></returns>
363 public int[] getIndexListAsIntLocked()
364 {
365 return null;
366 }
367
368 public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
369 {
370 // If there isn't an unmanaged array allocated yet, do it now
371 if (m_indicesPtr == IntPtr.Zero && m_bdata != null)
372 {
373 indexes = getIndexListAsInt();
374 m_indexCount = indexes.Length;
375 ihandler = GCHandle.Alloc(indexes, GCHandleType.Pinned);
376 m_indicesPtr = ihandler.AddrOfPinnedObject();
377 GC.AddMemoryPressure(Buffer.ByteLength(indexes));
378 }
379 // A triangle is 3 ints (indices)
380 triStride = 3 * sizeof(int);
381 indices = m_indicesPtr;
382 indexCount = m_indexCount;
383 }
384
385 public void releasePinned()
386 {
387 if (m_verticesPtr != IntPtr.Zero)
388 {
389 vhandler.Free();
390 vertices = null;
391 m_verticesPtr = IntPtr.Zero;
392 }
393 if (m_indicesPtr != IntPtr.Zero)
394 {
395 ihandler.Free();
396 indexes = null;
397 m_indicesPtr = IntPtr.Zero;
398 }
399 }
400
401 /// <summary>
402 /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
403 /// </summary>
404 public void releaseSourceMeshData()
405 {
406 if (m_bdata != null)
407 {
408 m_bdata.m_triangles = null;
409 m_bdata.m_vertices = null;
410 }
411 }
412
413 public void releaseBuildingMeshData()
414 {
415 if (m_bdata != null)
416 {
417 m_bdata.m_triangles = null;
418 m_bdata.m_vertices = null;
419 m_bdata = null;
420 }
421 }
422
423 public void Append(IMesh newMesh)
424 {
425 if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
426 throw new NotSupportedException("Attempt to Append to a pinned Mesh");
427
428 if (!(newMesh is Mesh))
429 return;
430
431 foreach (Triangle t in ((Mesh)newMesh).m_bdata.m_triangles)
432 Add(t);
433 }
434
435 // Do a linear transformation of mesh.
436 public void TransformLinear(float[,] matrix, float[] offset)
437 {
438 if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
439 throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
440
441 foreach (Vertex v in m_bdata.m_vertices.Keys)
442 {
443 if (v == null)
444 continue;
445 float x, y, z;
446 x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0];
447 y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1];
448 z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2];
449 v.X = x + offset[0];
450 v.Y = y + offset[1];
451 v.Z = z + offset[2];
452 }
453 }
454
455 public void DumpRaw(String path, String name, String title)
456 {
457 if (path == null)
458 return;
459 if (m_bdata == null)
460 return;
461 String fileName = name + "_" + title + ".raw";
462 String completePath = System.IO.Path.Combine(path, fileName);
463 StreamWriter sw = new StreamWriter(completePath);
464 foreach (Triangle t in m_bdata.m_triangles)
465 {
466 String s = t.ToStringRaw();
467 sw.WriteLine(s);
468 }
469 sw.Close();
470 }
471
472 public void TrimExcess()
473 {
474 m_bdata.m_triangles.TrimExcess();
475 }
476
477 public void pinMemory()
478 {
479 m_vertexCount = vertices.Length / 3;
480 vhandler = GCHandle.Alloc(vertices, GCHandleType.Pinned);
481 m_verticesPtr = vhandler.AddrOfPinnedObject();
482 GC.AddMemoryPressure(Buffer.ByteLength(vertices));
483
484 m_indexCount = indexes.Length;
485 ihandler = GCHandle.Alloc(indexes, GCHandleType.Pinned);
486 m_indicesPtr = ihandler.AddrOfPinnedObject();
487 GC.AddMemoryPressure(Buffer.ByteLength(indexes));
488 }
489
490 public void PrepForOde()
491 {
492 // If there isn't an unmanaged array allocated yet, do it now
493 if (m_verticesPtr == IntPtr.Zero)
494 vertices = getVertexListAsFloat();
495
496 // If there isn't an unmanaged array allocated yet, do it now
497 if (m_indicesPtr == IntPtr.Zero)
498 indexes = getIndexListAsInt();
499
500 pinMemory();
501
502 float x, y, z;
503
504 if (m_bdata.m_centroidDiv > 0)
505 {
506 m_obboffset = new Vector3(m_bdata.m_centroid.X / m_bdata.m_centroidDiv, m_bdata.m_centroid.Y / m_bdata.m_centroidDiv, m_bdata.m_centroid.Z / m_bdata.m_centroidDiv);
507 x = (m_bdata.m_obbXmax - m_bdata.m_obbXmin) * 0.5f;
508 y = (m_bdata.m_obbYmax - m_bdata.m_obbYmin) * 0.5f;
509 z = (m_bdata.m_obbZmax - m_bdata.m_obbZmin) * 0.5f;
510 }
511
512 else
513 {
514 m_obboffset = Vector3.Zero;
515 x = 0.5f;
516 y = 0.5f;
517 z = 0.5f;
518 }
519 m_obb = new Vector3(x, y, z);
520
521 releaseBuildingMeshData();
522 }
523 public bool ToStream(Stream st)
524 {
525 if (m_indicesPtr == IntPtr.Zero || m_verticesPtr == IntPtr.Zero)
526 return false;
527
528 BinaryWriter bw = new BinaryWriter(st);
529 bool ok = true;
530
531 try
532 {
533
534 bw.Write(m_vertexCount);
535 bw.Write(m_indexCount);
536
537 for (int i = 0; i < 3 * m_vertexCount; i++)
538 bw.Write(vertices[i]);
539 for (int i = 0; i < m_indexCount; i++)
540 bw.Write(indexes[i]);
541 bw.Write(m_obb.X);
542 bw.Write(m_obb.Y);
543 bw.Write(m_obb.Z);
544 bw.Write(m_obboffset.X);
545 bw.Write(m_obboffset.Y);
546 bw.Write(m_obboffset.Z);
547 }
548 catch
549 {
550 ok = false;
551 }
552
553 if (bw != null)
554 {
555 bw.Flush();
556 bw.Close();
557 }
558
559 return ok;
560 }
561
562 public static Mesh FromStream(Stream st, AMeshKey key)
563 {
564 Mesh mesh = new Mesh();
565 mesh.releaseBuildingMeshData();
566
567 BinaryReader br = new BinaryReader(st);
568
569 bool ok = true;
570 try
571 {
572 mesh.m_vertexCount = br.ReadInt32();
573 mesh.m_indexCount = br.ReadInt32();
574
575 int n = 3 * mesh.m_vertexCount;
576 mesh.vertices = new float[n];
577 for (int i = 0; i < n; i++)
578 mesh.vertices[i] = br.ReadSingle();
579
580 mesh.indexes = new int[mesh.m_indexCount];
581 for (int i = 0; i < mesh.m_indexCount; i++)
582 mesh.indexes[i] = br.ReadInt32();
583
584 mesh.m_obb.X = br.ReadSingle();
585 mesh.m_obb.Y = br.ReadSingle();
586 mesh.m_obb.Z = br.ReadSingle();
587
588 mesh.m_obboffset.X = br.ReadSingle();
589 mesh.m_obboffset.Y = br.ReadSingle();
590 mesh.m_obboffset.Z = br.ReadSingle();
591 }
592 catch
593 {
594 ok = false;
595 }
596
597 br.Close();
598
599 if (ok)
600 {
601 mesh.pinMemory();
602
603 mesh.Key = key;
604 mesh.RefCount = 1;
605
606 return mesh;
607 }
608
609 mesh.vertices = null;
610 mesh.indexes = null;
611 return null;
612 }
613 }
614}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
new file mode 100644
index 0000000..00cbfbd
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
@@ -0,0 +1,1410 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27//#define SPAM
28
29using System;
30using System.Collections.Generic;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenMetaverse;
34using OpenMetaverse.StructuredData;
35using System.Drawing;
36using System.Drawing.Imaging;
37using System.IO.Compression;
38using PrimMesher;
39using log4net;
40using Nini.Config;
41using System.Reflection;
42using System.IO;
43using ComponentAce.Compression.Libs.zlib;
44using OpenSim.Region.Physics.ConvexDecompositionDotNet;
45using System.Runtime.Serialization;
46using System.Runtime.Serialization.Formatters.Binary;
47
48namespace OpenSim.Region.Physics.Meshing
49{
50 public class MeshmerizerPlugin : IMeshingPlugin
51 {
52 public MeshmerizerPlugin()
53 {
54 }
55
56 public string GetName()
57 {
58 return "UbitMeshmerizer";
59 }
60
61 public IMesher GetMesher(IConfigSource config)
62 {
63 return new Meshmerizer(config);
64 }
65 }
66
67 public class Meshmerizer : IMesher
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 // Setting baseDir to a path will enable the dumping of raw files
72 // raw files can be imported by blender so a visual inspection of the results can be done
73
74 public object diskLock = new object();
75
76 public bool doMeshFileCache = true;
77
78 public string cachePath = "MeshCache";
79 public TimeSpan CacheExpire;
80 public bool doCacheExpire = true;
81
82// const string baseDir = "rawFiles";
83 private const string baseDir = null; //"rawFiles";
84
85 private bool useMeshiesPhysicsMesh = false;
86
87 private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
88
89 private Dictionary<AMeshKey, Mesh> m_uniqueMeshes = new Dictionary<AMeshKey, Mesh>();
90 private Dictionary<AMeshKey, Mesh> m_uniqueReleasedMeshes = new Dictionary<AMeshKey, Mesh>();
91
92 public Meshmerizer(IConfigSource config)
93 {
94 IConfig start_config = config.Configs["Startup"];
95 IConfig mesh_config = config.Configs["Mesh"];
96
97
98 float fcache = 48.0f;
99// float fcache = 0.02f;
100
101 if(mesh_config != null)
102 {
103 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
104 if (useMeshiesPhysicsMesh)
105 {
106 doMeshFileCache = mesh_config.GetBoolean("MeshFileCache", doMeshFileCache);
107 cachePath = mesh_config.GetString("MeshFileCachePath", cachePath);
108 fcache = mesh_config.GetFloat("MeshFileCacheExpireHours", fcache);
109 doCacheExpire = mesh_config.GetBoolean("MeshFileCacheDoExpire", doCacheExpire);
110 }
111 else
112 {
113 doMeshFileCache = false;
114 doCacheExpire = false;
115 }
116 }
117
118 CacheExpire = TimeSpan.FromHours(fcache);
119
120 }
121
122 /// <summary>
123 /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
124 /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
125 /// for some reason
126 /// </summary>
127 /// <param name="minX"></param>
128 /// <param name="maxX"></param>
129 /// <param name="minY"></param>
130 /// <param name="maxY"></param>
131 /// <param name="minZ"></param>
132 /// <param name="maxZ"></param>
133 /// <returns></returns>
134 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
135 {
136 Mesh box = new Mesh();
137 List<Vertex> vertices = new List<Vertex>();
138 // bottom
139
140 vertices.Add(new Vertex(minX, maxY, minZ));
141 vertices.Add(new Vertex(maxX, maxY, minZ));
142 vertices.Add(new Vertex(maxX, minY, minZ));
143 vertices.Add(new Vertex(minX, minY, minZ));
144
145 box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
146 box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
147
148 // top
149
150 vertices.Add(new Vertex(maxX, maxY, maxZ));
151 vertices.Add(new Vertex(minX, maxY, maxZ));
152 vertices.Add(new Vertex(minX, minY, maxZ));
153 vertices.Add(new Vertex(maxX, minY, maxZ));
154
155 box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
156 box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
157
158 // sides
159
160 box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
161 box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
162
163 box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
164 box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
165
166 box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
167 box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
168
169 box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
170 box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
171
172 return box;
173 }
174
175 /// <summary>
176 /// Creates a simple bounding box mesh for a complex input mesh
177 /// </summary>
178 /// <param name="meshIn"></param>
179 /// <returns></returns>
180 private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
181 {
182 float minX = float.MaxValue;
183 float maxX = float.MinValue;
184 float minY = float.MaxValue;
185 float maxY = float.MinValue;
186 float minZ = float.MaxValue;
187 float maxZ = float.MinValue;
188
189 foreach (Vector3 v in meshIn.getVertexList())
190 {
191 if (v.X < minX) minX = v.X;
192 if (v.Y < minY) minY = v.Y;
193 if (v.Z < minZ) minZ = v.Z;
194
195 if (v.X > maxX) maxX = v.X;
196 if (v.Y > maxY) maxY = v.Y;
197 if (v.Z > maxZ) maxZ = v.Z;
198 }
199
200 return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
201 }
202
203 private void ReportPrimError(string message, string primName, PrimMesh primMesh)
204 {
205 m_log.Error(message);
206 m_log.Error("\nPrim Name: " + primName);
207 m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
208 }
209
210 /// <summary>
211 /// Add a submesh to an existing list of coords and faces.
212 /// </summary>
213 /// <param name="subMeshData"></param>
214 /// <param name="size">Size of entire object</param>
215 /// <param name="coords"></param>
216 /// <param name="faces"></param>
217 private void AddSubMesh(OSDMap subMeshData, List<Coord> coords, List<Face> faces)
218 {
219 // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
220
221 // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
222 // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
223 // geometry for this submesh.
224 if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
225 return;
226
227 OpenMetaverse.Vector3 posMax;
228 OpenMetaverse.Vector3 posMin;
229 if (subMeshData.ContainsKey("PositionDomain"))
230 {
231 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
232 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
233 }
234 else
235 {
236 posMax = new Vector3(0.5f, 0.5f, 0.5f);
237 posMin = new Vector3(-0.5f, -0.5f, -0.5f);
238 }
239
240 ushort faceIndexOffset = (ushort)coords.Count;
241
242 byte[] posBytes = subMeshData["Position"].AsBinary();
243 for (int i = 0; i < posBytes.Length; i += 6)
244 {
245 ushort uX = Utils.BytesToUInt16(posBytes, i);
246 ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
247 ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
248
249 Coord c = new Coord(
250 Utils.UInt16ToFloat(uX, posMin.X, posMax.X),
251 Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y),
252 Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z));
253
254 coords.Add(c);
255 }
256
257 byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
258 for (int i = 0; i < triangleBytes.Length; i += 6)
259 {
260 ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
261 ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
262 ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
263 Face f = new Face(v1, v2, v3);
264 faces.Add(f);
265 }
266 }
267
268 /// <summary>
269 /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
270 /// </summary>
271 /// <param name="primName"></param>
272 /// <param name="primShape"></param>
273 /// <param name="size"></param>
274 /// <param name="lod"></param>
275 /// <returns></returns>
276 private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, float lod, bool convex)
277 {
278// m_log.DebugFormat(
279// "[MESH]: Creating physics proxy for {0}, shape {1}",
280// primName, (OpenMetaverse.SculptType)primShape.SculptType);
281
282 List<Coord> coords;
283 List<Face> faces;
284
285 if (primShape.SculptEntry)
286 {
287 if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
288 {
289 if (!useMeshiesPhysicsMesh)
290 return null;
291
292 if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, out coords, out faces, convex))
293 return null;
294 }
295 else
296 {
297 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, lod, out coords, out faces))
298 return null;
299 }
300 }
301 else
302 {
303 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, lod, out coords, out faces))
304 return null;
305 }
306
307 primShape.SculptData = Utils.EmptyBytes;
308
309 int numCoords = coords.Count;
310 int numFaces = faces.Count;
311
312 Mesh mesh = new Mesh();
313 // Add the corresponding triangles to the mesh
314 for (int i = 0; i < numFaces; i++)
315 {
316 Face f = faces[i];
317 mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z,
318 coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z,
319 coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z));
320 }
321
322 coords.Clear();
323 faces.Clear();
324
325 return mesh;
326 }
327
328 /// <summary>
329 /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
330 /// </summary>
331 /// <param name="primName"></param>
332 /// <param name="primShape"></param>
333 /// <param name="size"></param>
334 /// <param name="coords">Coords are added to this list by the method.</param>
335 /// <param name="faces">Faces are added to this list by the method.</param>
336 /// <returns>true if coords and faces were successfully generated, false if not</returns>
337 private bool GenerateCoordsAndFacesFromPrimMeshData(
338 string primName, PrimitiveBaseShape primShape, out List<Coord> coords, out List<Face> faces, bool convex)
339 {
340// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
341
342 bool usemesh = false;
343
344 coords = new List<Coord>();
345 faces = new List<Face>();
346 OSD meshOsd = null;
347
348 if (primShape.SculptData.Length <= 0)
349 {
350// m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
351 return false;
352 }
353
354 long start = 0;
355 using (MemoryStream data = new MemoryStream(primShape.SculptData))
356 {
357 try
358 {
359 OSD osd = OSDParser.DeserializeLLSDBinary(data);
360 if (osd is OSDMap)
361 meshOsd = (OSDMap)osd;
362 else
363 {
364 m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
365 return false;
366 }
367 }
368 catch (Exception e)
369 {
370 m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
371 }
372
373 start = data.Position;
374 }
375
376 if (meshOsd is OSDMap)
377 {
378 OSDMap physicsParms = null;
379 OSDMap map = (OSDMap)meshOsd;
380
381 if (!convex)
382 {
383 if (map.ContainsKey("physics_shape"))
384 physicsParms = (OSDMap)map["physics_shape"]; // old asset format
385 else if (map.ContainsKey("physics_mesh"))
386 physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
387
388 if (physicsParms != null)
389 usemesh = true;
390 }
391
392 if(!usemesh && (map.ContainsKey("physics_convex")))
393 physicsParms = (OSDMap)map["physics_convex"];
394
395
396 if (physicsParms == null)
397 {
398 m_log.Warn("[MESH]: unknown mesh type");
399 return false;
400 }
401
402 int physOffset = physicsParms["offset"].AsInteger() + (int)start;
403 int physSize = physicsParms["size"].AsInteger();
404
405 if (physOffset < 0 || physSize == 0)
406 return false; // no mesh data in asset
407
408 OSD decodedMeshOsd = new OSD();
409 byte[] meshBytes = new byte[physSize];
410 System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
411
412 try
413 {
414 using (MemoryStream inMs = new MemoryStream(meshBytes))
415 {
416 using (MemoryStream outMs = new MemoryStream())
417 {
418 using (ZOutputStream zOut = new ZOutputStream(outMs))
419 {
420 byte[] readBuffer = new byte[2048];
421 int readLen = 0;
422 while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
423 {
424 zOut.Write(readBuffer, 0, readLen);
425 }
426 zOut.Flush();
427 outMs.Seek(0, SeekOrigin.Begin);
428
429 byte[] decompressedBuf = outMs.GetBuffer();
430
431 decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
432 }
433 }
434 }
435 }
436 catch (Exception e)
437 {
438 m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
439 return false;
440 }
441
442 if (usemesh)
443 {
444 OSDArray decodedMeshOsdArray = null;
445
446 // physics_shape is an array of OSDMaps, one for each submesh
447 if (decodedMeshOsd is OSDArray)
448 {
449// Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
450
451 decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
452 foreach (OSD subMeshOsd in decodedMeshOsdArray)
453 {
454 if (subMeshOsd is OSDMap)
455 AddSubMesh(subMeshOsd as OSDMap, coords, faces);
456 }
457 }
458 }
459 else
460 {
461 OSDMap cmap = (OSDMap)decodedMeshOsd;
462 if (cmap == null)
463 return false;
464
465 byte[] data;
466
467 List<float3> vs = new List<float3>();
468 PHullResult hullr = new PHullResult();
469 float3 f3;
470 Coord c;
471 Face f;
472 Vector3 range;
473 Vector3 min;
474
475 const float invMaxU16 = 1.0f / 65535f;
476 int t1;
477 int t2;
478 int t3;
479 int i;
480 int nverts;
481 int nindexs;
482
483 if (cmap.ContainsKey("Max"))
484 range = cmap["Max"].AsVector3();
485 else
486 range = new Vector3(0.5f, 0.5f, 0.5f);
487
488 if (cmap.ContainsKey("Min"))
489 min = cmap["Min"].AsVector3();
490 else
491 min = new Vector3(-0.5f, -0.5f, -0.5f);
492
493 range = range - min;
494 range *= invMaxU16;
495
496 if (!convex && cmap.ContainsKey("HullList") && cmap.ContainsKey("Positions"))
497 {
498 List<int> hsizes = new List<int>();
499 int totalpoints = 0;
500 data = cmap["HullList"].AsBinary();
501 for (i = 0; i < data.Length; i++)
502 {
503 t1 = data[i];
504 if (t1 == 0)
505 t1 = 256;
506 totalpoints += t1;
507 hsizes.Add(t1);
508 }
509
510 data = cmap["Positions"].AsBinary();
511 int ptr = 0;
512 int vertsoffset = 0;
513
514 if (totalpoints == data.Length / 6) // 2 bytes per coord, 3 coords per point
515 {
516 foreach (int hullsize in hsizes)
517 {
518 for (i = 0; i < hullsize; i++ )
519 {
520 t1 = data[ptr++];
521 t1 += data[ptr++] << 8;
522 t2 = data[ptr++];
523 t2 += data[ptr++] << 8;
524 t3 = data[ptr++];
525 t3 += data[ptr++] << 8;
526
527 f3 = new float3((t1 * range.X + min.X),
528 (t2 * range.Y + min.Y),
529 (t3 * range.Z + min.Z));
530 vs.Add(f3);
531 }
532
533 if(hullsize <3)
534 {
535 vs.Clear();
536 continue;
537 }
538
539 if (hullsize <5)
540 {
541 foreach (float3 point in vs)
542 {
543 c.X = point.x;
544 c.Y = point.y;
545 c.Z = point.z;
546 coords.Add(c);
547 }
548 f = new Face(vertsoffset, vertsoffset + 1, vertsoffset + 2);
549 faces.Add(f);
550
551 if (hullsize == 4)
552 {
553 // not sure about orientation..
554 f = new Face(vertsoffset, vertsoffset + 2, vertsoffset + 3);
555 faces.Add(f);
556 f = new Face(vertsoffset, vertsoffset + 3, vertsoffset + 1);
557 faces.Add(f);
558 f = new Face(vertsoffset + 3, vertsoffset + 2, vertsoffset + 1);
559 faces.Add(f);
560 }
561 vertsoffset += vs.Count;
562 vs.Clear();
563 continue;
564 }
565
566 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
567 {
568 vs.Clear();
569 continue;
570 }
571
572 nverts = hullr.Vertices.Count;
573 nindexs = hullr.Indices.Count;
574
575 if (nindexs % 3 != 0)
576 {
577 vs.Clear();
578 continue;
579 }
580
581 for (i = 0; i < nverts; i++)
582 {
583 c.X = hullr.Vertices[i].x;
584 c.Y = hullr.Vertices[i].y;
585 c.Z = hullr.Vertices[i].z;
586 coords.Add(c);
587 }
588
589 for (i = 0; i < nindexs; i += 3)
590 {
591 t1 = hullr.Indices[i];
592 if (t1 > nverts)
593 break;
594 t2 = hullr.Indices[i + 1];
595 if (t2 > nverts)
596 break;
597 t3 = hullr.Indices[i + 2];
598 if (t3 > nverts)
599 break;
600 f = new Face(vertsoffset + t1, vertsoffset + t2, vertsoffset + t3);
601 faces.Add(f);
602 }
603 vertsoffset += nverts;
604 vs.Clear();
605 }
606 }
607 if (coords.Count > 0 && faces.Count > 0)
608 return true;
609 }
610
611 vs.Clear();
612
613 if (cmap.ContainsKey("BoundingVerts"))
614 {
615 data = cmap["BoundingVerts"].AsBinary();
616
617 for (i = 0; i < data.Length; )
618 {
619 t1 = data[i++];
620 t1 += data[i++] << 8;
621 t2 = data[i++];
622 t2 += data[i++] << 8;
623 t3 = data[i++];
624 t3 += data[i++] << 8;
625
626 f3 = new float3((t1 * range.X + min.X),
627 (t2 * range.Y + min.Y),
628 (t3 * range.Z + min.Z));
629 vs.Add(f3);
630 }
631
632 if (vs.Count < 3)
633 {
634 vs.Clear();
635 return false;
636 }
637
638 if (vs.Count < 5)
639 {
640 foreach (float3 point in vs)
641 {
642 c.X = point.x;
643 c.Y = point.y;
644 c.Z = point.z;
645 coords.Add(c);
646 }
647 f = new Face(0, 1, 2);
648 faces.Add(f);
649
650 if (vs.Count == 4)
651 {
652 f = new Face(0, 2, 3);
653 faces.Add(f);
654 f = new Face(0, 3, 1);
655 faces.Add(f);
656 f = new Face( 3, 2, 1);
657 faces.Add(f);
658 }
659 vs.Clear();
660 return true;
661 }
662
663 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
664 return false;
665
666 nverts = hullr.Vertices.Count;
667 nindexs = hullr.Indices.Count;
668
669 if (nindexs % 3 != 0)
670 return false;
671
672 for (i = 0; i < nverts; i++)
673 {
674 c.X = hullr.Vertices[i].x;
675 c.Y = hullr.Vertices[i].y;
676 c.Z = hullr.Vertices[i].z;
677 coords.Add(c);
678 }
679 for (i = 0; i < nindexs; i += 3)
680 {
681 t1 = hullr.Indices[i];
682 if (t1 > nverts)
683 break;
684 t2 = hullr.Indices[i + 1];
685 if (t2 > nverts)
686 break;
687 t3 = hullr.Indices[i + 2];
688 if (t3 > nverts)
689 break;
690 f = new Face(t1, t2, t3);
691 faces.Add(f);
692 }
693
694 if (coords.Count > 0 && faces.Count > 0)
695 return true;
696 }
697 else
698 return false;
699 }
700 }
701
702 return true;
703 }
704
705 /// <summary>
706 /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
707 /// </summary>
708 /// <param name="primName"></param>
709 /// <param name="primShape"></param>
710 /// <param name="size"></param>
711 /// <param name="lod"></param>
712 /// <param name="coords">Coords are added to this list by the method.</param>
713 /// <param name="faces">Faces are added to this list by the method.</param>
714 /// <returns>true if coords and faces were successfully generated, false if not</returns>
715 private bool GenerateCoordsAndFacesFromPrimSculptData(
716 string primName, PrimitiveBaseShape primShape, float lod, out List<Coord> coords, out List<Face> faces)
717 {
718 coords = new List<Coord>();
719 faces = new List<Face>();
720 PrimMesher.SculptMesh sculptMesh;
721 Image idata = null;
722
723 if (primShape.SculptData == null || primShape.SculptData.Length == 0)
724 return false;
725
726 try
727 {
728 OpenMetaverse.Imaging.ManagedImage unusedData;
729 OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
730
731 unusedData = null;
732
733 if (idata == null)
734 {
735 // In some cases it seems that the decode can return a null bitmap without throwing
736 // an exception
737 m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
738 return false;
739 }
740 }
741 catch (DllNotFoundException)
742 {
743 m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!");
744 return false;
745 }
746 catch (IndexOutOfRangeException)
747 {
748 m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
749 return false;
750 }
751 catch (Exception ex)
752 {
753 m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
754 return false;
755 }
756
757 PrimMesher.SculptMesh.SculptType sculptType;
758 // remove mirror and invert bits
759 OpenMetaverse.SculptType pbsSculptType = ((OpenMetaverse.SculptType)(primShape.SculptType & 0x3f));
760 switch (pbsSculptType)
761 {
762 case OpenMetaverse.SculptType.Cylinder:
763 sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
764 break;
765 case OpenMetaverse.SculptType.Plane:
766 sculptType = PrimMesher.SculptMesh.SculptType.plane;
767 break;
768 case OpenMetaverse.SculptType.Torus:
769 sculptType = PrimMesher.SculptMesh.SculptType.torus;
770 break;
771 case OpenMetaverse.SculptType.Sphere:
772 sculptType = PrimMesher.SculptMesh.SculptType.sphere;
773 break;
774 default:
775 sculptType = PrimMesher.SculptMesh.SculptType.plane;
776 break;
777 }
778
779 bool mirror = ((primShape.SculptType & 128) != 0);
780 bool invert = ((primShape.SculptType & 64) != 0);
781
782 sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, mirror, invert);
783
784 idata.Dispose();
785
786// sculptMesh.DumpRaw(baseDir, primName, "primMesh");
787
788 coords = sculptMesh.coords;
789 faces = sculptMesh.faces;
790
791 return true;
792 }
793
794 /// <summary>
795 /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
796 /// </summary>
797 /// <param name="primName"></param>
798 /// <param name="primShape"></param>
799 /// <param name="size"></param>
800 /// <param name="coords">Coords are added to this list by the method.</param>
801 /// <param name="faces">Faces are added to this list by the method.</param>
802 /// <returns>true if coords and faces were successfully generated, false if not</returns>
803 private bool GenerateCoordsAndFacesFromPrimShapeData(
804 string primName, PrimitiveBaseShape primShape, float lod, out List<Coord> coords, out List<Face> faces)
805 {
806 PrimMesh primMesh;
807 coords = new List<Coord>();
808 faces = new List<Face>();
809
810 float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
811 float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
812 float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
813 float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
814 float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
815 float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
816
817 float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
818 float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
819 float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
820 if (profileHollow > 0.95f)
821 profileHollow = 0.95f;
822
823 int sides = 4;
824 LevelOfDetail iLOD = (LevelOfDetail)lod;
825 if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
826 sides = 3;
827 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
828 {
829 switch (iLOD)
830 {
831 case LevelOfDetail.High: sides = 24; break;
832 case LevelOfDetail.Medium: sides = 12; break;
833 case LevelOfDetail.Low: sides = 6; break;
834 case LevelOfDetail.VeryLow: sides = 3; break;
835 default: sides = 24; break;
836 }
837 }
838 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
839 { // half circle, prim is a sphere
840 switch (iLOD)
841 {
842 case LevelOfDetail.High: sides = 24; break;
843 case LevelOfDetail.Medium: sides = 12; break;
844 case LevelOfDetail.Low: sides = 6; break;
845 case LevelOfDetail.VeryLow: sides = 3; break;
846 default: sides = 24; break;
847 }
848
849 profileBegin = 0.5f * profileBegin + 0.5f;
850 profileEnd = 0.5f * profileEnd + 0.5f;
851 }
852
853 int hollowSides = sides;
854 if (primShape.HollowShape == HollowShape.Circle)
855 {
856 switch (iLOD)
857 {
858 case LevelOfDetail.High: hollowSides = 24; break;
859 case LevelOfDetail.Medium: hollowSides = 12; break;
860 case LevelOfDetail.Low: hollowSides = 6; break;
861 case LevelOfDetail.VeryLow: hollowSides = 3; break;
862 default: hollowSides = 24; break;
863 }
864 }
865 else if (primShape.HollowShape == HollowShape.Square)
866 hollowSides = 4;
867 else if (primShape.HollowShape == HollowShape.Triangle)
868 hollowSides = 3;
869
870 primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
871
872 if (primMesh.errorMessage != null)
873 if (primMesh.errorMessage.Length > 0)
874 m_log.Error("[ERROR] " + primMesh.errorMessage);
875
876 primMesh.topShearX = pathShearX;
877 primMesh.topShearY = pathShearY;
878 primMesh.pathCutBegin = pathBegin;
879 primMesh.pathCutEnd = pathEnd;
880
881 if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
882 {
883 primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
884 primMesh.twistEnd = primShape.PathTwist * 18 / 10;
885 primMesh.taperX = pathScaleX;
886 primMesh.taperY = pathScaleY;
887
888 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
889 {
890 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
891 if (profileBegin < 0.0f) profileBegin = 0.0f;
892 if (profileEnd > 1.0f) profileEnd = 1.0f;
893 }
894#if SPAM
895 m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
896#endif
897 try
898 {
899 primMesh.ExtrudeLinear();
900 }
901 catch (Exception ex)
902 {
903 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
904 return false;
905 }
906 }
907 else
908 {
909 primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
910 primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
911 primMesh.radius = 0.01f * primShape.PathRadiusOffset;
912 primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
913 primMesh.skew = 0.01f * primShape.PathSkew;
914 primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
915 primMesh.twistEnd = primShape.PathTwist * 36 / 10;
916 primMesh.taperX = primShape.PathTaperX * 0.01f;
917 primMesh.taperY = primShape.PathTaperY * 0.01f;
918
919 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
920 {
921 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
922 if (profileBegin < 0.0f) profileBegin = 0.0f;
923 if (profileEnd > 1.0f) profileEnd = 1.0f;
924 }
925#if SPAM
926 m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
927#endif
928 try
929 {
930 primMesh.ExtrudeCircular();
931 }
932 catch (Exception ex)
933 {
934 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
935 return false;
936 }
937 }
938
939// primMesh.DumpRaw(baseDir, primName, "primMesh");
940
941 coords = primMesh.coords;
942 faces = primMesh.faces;
943
944 return true;
945 }
946
947 public AMeshKey GetMeshUniqueKey(PrimitiveBaseShape primShape, Vector3 size, byte lod, bool convex)
948 {
949 AMeshKey key = new AMeshKey();
950 Byte[] someBytes;
951
952 key.hashB = 5181;
953 key.hashC = 5181;
954 ulong hash = 5381;
955
956 if (primShape.SculptEntry)
957 {
958 key.uuid = primShape.SculptTexture;
959 key.hashC = mdjb2(key.hashC, primShape.SculptType);
960 key.hashC = mdjb2(key.hashC, primShape.PCode);
961 }
962 else
963 {
964 hash = mdjb2(hash, primShape.PathCurve);
965 hash = mdjb2(hash, (byte)primShape.HollowShape);
966 hash = mdjb2(hash, (byte)primShape.ProfileShape);
967 hash = mdjb2(hash, primShape.PathBegin);
968 hash = mdjb2(hash, primShape.PathEnd);
969 hash = mdjb2(hash, primShape.PathScaleX);
970 hash = mdjb2(hash, primShape.PathScaleY);
971 hash = mdjb2(hash, primShape.PathShearX);
972 key.hashA = hash;
973 hash = key.hashB;
974 hash = mdjb2(hash, primShape.PathShearY);
975 hash = mdjb2(hash, (byte)primShape.PathTwist);
976 hash = mdjb2(hash, (byte)primShape.PathTwistBegin);
977 hash = mdjb2(hash, (byte)primShape.PathRadiusOffset);
978 hash = mdjb2(hash, (byte)primShape.PathTaperX);
979 hash = mdjb2(hash, (byte)primShape.PathTaperY);
980 hash = mdjb2(hash, primShape.PathRevolutions);
981 hash = mdjb2(hash, (byte)primShape.PathSkew);
982 hash = mdjb2(hash, primShape.ProfileBegin);
983 hash = mdjb2(hash, primShape.ProfileEnd);
984 hash = mdjb2(hash, primShape.ProfileHollow);
985 hash = mdjb2(hash, primShape.PCode);
986 key.hashB = hash;
987 }
988
989 hash = key.hashC;
990
991 hash = mdjb2(hash, lod);
992
993 if (size == m_MeshUnitSize)
994 {
995 hash = hash << 8;
996 hash |= 8;
997 }
998 else
999 {
1000 someBytes = size.GetBytes();
1001 for (int i = 0; i < someBytes.Length; i++)
1002 hash = mdjb2(hash, someBytes[i]);
1003 hash = hash << 8;
1004 }
1005
1006 if (convex)
1007 hash |= 4;
1008
1009 if (primShape.SculptEntry)
1010 {
1011 hash |= 1;
1012 if (primShape.SculptType == (byte)SculptType.Mesh)
1013 hash |= 2;
1014 }
1015
1016 key.hashC = hash;
1017
1018 return key;
1019 }
1020
1021 private ulong mdjb2(ulong hash, byte c)
1022 {
1023 return ((hash << 5) + hash) + (ulong)c;
1024 }
1025
1026 private ulong mdjb2(ulong hash, ushort c)
1027 {
1028 hash = ((hash << 5) + hash) + (ulong)((byte)c);
1029 return ((hash << 5) + hash) + (ulong)(c >> 8);
1030 }
1031
1032 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
1033 {
1034 return CreateMesh(primName, primShape, size, lod, false,false,false,false);
1035 }
1036
1037 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
1038 {
1039 return CreateMesh(primName, primShape, size, lod, false,false,false,false);
1040 }
1041
1042 public IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
1043 {
1044 Mesh mesh = null;
1045
1046 if (size.X < 0.01f) size.X = 0.01f;
1047 if (size.Y < 0.01f) size.Y = 0.01f;
1048 if (size.Z < 0.01f) size.Z = 0.01f;
1049
1050 AMeshKey key = GetMeshUniqueKey(primShape, size, (byte)lod, convex);
1051 lock (m_uniqueMeshes)
1052 {
1053 m_uniqueMeshes.TryGetValue(key, out mesh);
1054
1055 if (mesh != null)
1056 {
1057 mesh.RefCount++;
1058 return mesh;
1059 }
1060
1061 // try to find a identical mesh on meshs recently released
1062 lock (m_uniqueReleasedMeshes)
1063 {
1064 m_uniqueReleasedMeshes.TryGetValue(key, out mesh);
1065 if (mesh != null)
1066 {
1067 m_uniqueReleasedMeshes.Remove(key);
1068 try
1069 {
1070 m_uniqueMeshes.Add(key, mesh);
1071 }
1072 catch { }
1073 mesh.RefCount = 1;
1074 return mesh;
1075 }
1076 }
1077 }
1078 return null;
1079 }
1080
1081 private static Vector3 m_MeshUnitSize = new Vector3(1.0f, 1.0f, 1.0f);
1082
1083 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde)
1084 {
1085#if SPAM
1086 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
1087#endif
1088
1089 Mesh mesh = null;
1090
1091 if (size.X < 0.01f) size.X = 0.01f;
1092 if (size.Y < 0.01f) size.Y = 0.01f;
1093 if (size.Z < 0.01f) size.Z = 0.01f;
1094
1095 // try to find a identical mesh on meshs in use
1096
1097 AMeshKey key = GetMeshUniqueKey(primShape,size,(byte)lod, convex);
1098
1099 lock (m_uniqueMeshes)
1100 {
1101 m_uniqueMeshes.TryGetValue(key, out mesh);
1102
1103 if (mesh != null)
1104 {
1105 mesh.RefCount++;
1106 return mesh;
1107 }
1108
1109 // try to find a identical mesh on meshs recently released
1110 lock (m_uniqueReleasedMeshes)
1111 {
1112 m_uniqueReleasedMeshes.TryGetValue(key, out mesh);
1113 if (mesh != null)
1114 {
1115 m_uniqueReleasedMeshes.Remove(key);
1116 try
1117 {
1118 m_uniqueMeshes.Add(key, mesh);
1119 }
1120 catch { }
1121 mesh.RefCount = 1;
1122 return mesh;
1123 }
1124 }
1125 }
1126
1127 Mesh UnitMesh = null;
1128 AMeshKey unitKey = GetMeshUniqueKey(primShape, m_MeshUnitSize, (byte)lod, convex);
1129
1130 lock (m_uniqueReleasedMeshes)
1131 {
1132 m_uniqueReleasedMeshes.TryGetValue(unitKey, out UnitMesh);
1133 if (UnitMesh != null)
1134 {
1135 UnitMesh.RefCount = 1;
1136 }
1137 }
1138
1139 if (UnitMesh == null && primShape.SculptEntry && doMeshFileCache)
1140 UnitMesh = GetFromFileCache(unitKey);
1141
1142 if (UnitMesh == null)
1143 {
1144 UnitMesh = CreateMeshFromPrimMesher(primName, primShape, lod, convex);
1145
1146 if (UnitMesh == null)
1147 return null;
1148
1149 UnitMesh.DumpRaw(baseDir, unitKey.ToString(), "Z");
1150
1151 if (forOde)
1152 {
1153 // force pinned mem allocation
1154 UnitMesh.PrepForOde();
1155 }
1156 else
1157 UnitMesh.TrimExcess();
1158
1159 UnitMesh.Key = unitKey;
1160 UnitMesh.RefCount = 1;
1161
1162 if (doMeshFileCache && primShape.SculptEntry)
1163 StoreToFileCache(unitKey, UnitMesh);
1164
1165 lock (m_uniqueReleasedMeshes)
1166 {
1167 try
1168 {
1169 m_uniqueReleasedMeshes.Add(unitKey, UnitMesh);
1170 }
1171 catch { }
1172 }
1173 }
1174
1175 mesh = UnitMesh.Scale(size);
1176 mesh.Key = key;
1177 mesh.RefCount = 1;
1178 lock (m_uniqueMeshes)
1179 {
1180 try
1181 {
1182 m_uniqueMeshes.Add(key, mesh);
1183 }
1184 catch { }
1185 }
1186
1187 return mesh;
1188 }
1189
1190 public void ReleaseMesh(IMesh imesh)
1191 {
1192 if (imesh == null)
1193 return;
1194
1195 Mesh mesh = (Mesh)imesh;
1196
1197 lock (m_uniqueMeshes)
1198 {
1199 int curRefCount = mesh.RefCount;
1200 curRefCount--;
1201
1202 if (curRefCount > 0)
1203 {
1204 mesh.RefCount = curRefCount;
1205 return;
1206 }
1207
1208 mesh.RefCount = 0;
1209 m_uniqueMeshes.Remove(mesh.Key);
1210 lock (m_uniqueReleasedMeshes)
1211 {
1212 try
1213 {
1214 m_uniqueReleasedMeshes.Add(mesh.Key, mesh);
1215 }
1216 catch { }
1217 }
1218 }
1219 }
1220
1221 public void ExpireReleaseMeshs()
1222 {
1223 if (m_uniqueReleasedMeshes.Count == 0)
1224 return;
1225
1226 List<Mesh> meshstodelete = new List<Mesh>();
1227 int refcntr;
1228
1229 lock (m_uniqueReleasedMeshes)
1230 {
1231 foreach (Mesh m in m_uniqueReleasedMeshes.Values)
1232 {
1233 refcntr = m.RefCount;
1234 refcntr--;
1235 if (refcntr > -6)
1236 m.RefCount = refcntr;
1237 else
1238 meshstodelete.Add(m);
1239 }
1240
1241 foreach (Mesh m in meshstodelete)
1242 {
1243 m_uniqueReleasedMeshes.Remove(m.Key);
1244 m.releaseBuildingMeshData();
1245 m.releasePinned();
1246 }
1247 }
1248 }
1249
1250 public void FileNames(AMeshKey key, out string dir,out string fullFileName)
1251 {
1252 string id = key.ToString();
1253 string init = id.Substring(0, 1);
1254 dir = System.IO.Path.Combine(cachePath, init);
1255 fullFileName = System.IO.Path.Combine(dir, id);
1256 }
1257
1258 public string FullFileName(AMeshKey key)
1259 {
1260 string id = key.ToString();
1261 string init = id.Substring(0,1);
1262 id = System.IO.Path.Combine(init, id);
1263 id = System.IO.Path.Combine(cachePath, id);
1264 return id;
1265 }
1266
1267 private Mesh GetFromFileCache(AMeshKey key)
1268 {
1269 Mesh mesh = null;
1270 string filename = FullFileName(key);
1271 bool ok = true;
1272
1273 lock (diskLock)
1274 {
1275 if (File.Exists(filename))
1276 {
1277 FileStream stream = null;
1278 try
1279 {
1280 stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read);
1281 BinaryFormatter bformatter = new BinaryFormatter();
1282
1283 mesh = Mesh.FromStream(stream, key);
1284
1285 }
1286 catch (Exception e)
1287 {
1288 ok = false;
1289 m_log.ErrorFormat(
1290 "[MESH CACHE]: Failed to get file {0}. Exception {1} {2}",
1291 filename, e.Message, e.StackTrace);
1292 }
1293
1294 if (stream != null)
1295 stream.Close();
1296
1297 if (mesh == null || !ok)
1298 File.Delete(filename);
1299 else
1300 File.SetLastAccessTimeUtc(filename, DateTime.UtcNow);
1301 }
1302 }
1303
1304 return mesh;
1305 }
1306
1307 private void StoreToFileCache(AMeshKey key, Mesh mesh)
1308 {
1309 Stream stream = null;
1310 bool ok = false;
1311
1312 // Make sure the target cache directory exists
1313 string dir = String.Empty;
1314 string filename = String.Empty;
1315
1316 FileNames(key, out dir, out filename);
1317
1318 lock (diskLock)
1319 {
1320 try
1321 {
1322 if (!Directory.Exists(dir))
1323 {
1324 Directory.CreateDirectory(dir);
1325 }
1326
1327 stream = File.Open(filename, FileMode.Create);
1328 ok = mesh.ToStream(stream);
1329 }
1330 catch (IOException e)
1331 {
1332 m_log.ErrorFormat(
1333 "[MESH CACHE]: Failed to write file {0}. Exception {1} {2}.",
1334 filename, e.Message, e.StackTrace);
1335 ok = false;
1336 }
1337
1338 if (stream != null)
1339 stream.Close();
1340
1341 if (File.Exists(filename))
1342 {
1343 if (ok)
1344 File.SetLastAccessTimeUtc(filename, DateTime.UtcNow);
1345 else
1346 File.Delete(filename);
1347 }
1348 }
1349 }
1350
1351 public void ExpireFileCache()
1352 {
1353 if (!doCacheExpire)
1354 return;
1355
1356 string controlfile = System.IO.Path.Combine(cachePath, "cntr");
1357
1358 lock (diskLock)
1359 {
1360 try
1361 {
1362 if (File.Exists(controlfile))
1363 {
1364 int ndeleted = 0;
1365 int totalfiles = 0;
1366 int ndirs = 0;
1367 DateTime OlderTime = File.GetLastAccessTimeUtc(controlfile) - CacheExpire;
1368 File.SetLastAccessTimeUtc(controlfile, DateTime.UtcNow);
1369
1370 foreach (string dir in Directory.GetDirectories(cachePath))
1371 {
1372 try
1373 {
1374 foreach (string file in Directory.GetFiles(dir))
1375 {
1376 try
1377 {
1378 if (File.GetLastAccessTimeUtc(file) < OlderTime)
1379 {
1380 File.Delete(file);
1381 ndeleted++;
1382 }
1383 }
1384 catch { }
1385 totalfiles++;
1386 }
1387 }
1388 catch { }
1389 ndirs++;
1390 }
1391
1392 if (ndeleted == 0)
1393 m_log.InfoFormat("[MESH CACHE]: {0} Files in {1} cache folders, no expires",
1394 totalfiles,ndirs);
1395 else
1396 m_log.InfoFormat("[MESH CACHE]: {0} Files in {1} cache folders, expired {2} files accessed before {3}",
1397 totalfiles,ndirs, ndeleted, OlderTime.ToString());
1398 }
1399 else
1400 {
1401 m_log.Info("[MESH CACHE]: Expire delayed to next startup");
1402 FileStream fs = File.Create(controlfile,4096,FileOptions.WriteThrough);
1403 fs.Close();
1404 }
1405 }
1406 catch { }
1407 }
1408 }
1409 }
1410}
diff --git a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
new file mode 100644
index 0000000..4049ee1
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
@@ -0,0 +1,2324 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Text;
31using System.IO;
32
33namespace PrimMesher
34{
35 public struct Quat
36 {
37 /// <summary>X value</summary>
38 public float X;
39 /// <summary>Y value</summary>
40 public float Y;
41 /// <summary>Z value</summary>
42 public float Z;
43 /// <summary>W value</summary>
44 public float W;
45
46 public Quat(float x, float y, float z, float w)
47 {
48 X = x;
49 Y = y;
50 Z = z;
51 W = w;
52 }
53
54 public Quat(Coord axis, float angle)
55 {
56 axis = axis.Normalize();
57
58 angle *= 0.5f;
59 float c = (float)Math.Cos(angle);
60 float s = (float)Math.Sin(angle);
61
62 X = axis.X * s;
63 Y = axis.Y * s;
64 Z = axis.Z * s;
65 W = c;
66
67 Normalize();
68 }
69
70 public float Length()
71 {
72 return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
73 }
74
75 public Quat Normalize()
76 {
77 const float MAG_THRESHOLD = 0.0000001f;
78 float mag = Length();
79
80 // Catch very small rounding errors when normalizing
81 if (mag > MAG_THRESHOLD)
82 {
83 float oomag = 1f / mag;
84 X *= oomag;
85 Y *= oomag;
86 Z *= oomag;
87 W *= oomag;
88 }
89 else
90 {
91 X = 0f;
92 Y = 0f;
93 Z = 0f;
94 W = 1f;
95 }
96
97 return this;
98 }
99
100 public static Quat operator *(Quat q1, Quat q2)
101 {
102 float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y;
103 float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X;
104 float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W;
105 float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z;
106 return new Quat(x, y, z, w);
107 }
108
109 public override string ToString()
110 {
111 return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">";
112 }
113 }
114
115 public struct Coord
116 {
117 public float X;
118 public float Y;
119 public float Z;
120
121 public Coord(float x, float y, float z)
122 {
123 this.X = x;
124 this.Y = y;
125 this.Z = z;
126 }
127
128 public float Length()
129 {
130 return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z);
131 }
132
133 public Coord Invert()
134 {
135 this.X = -this.X;
136 this.Y = -this.Y;
137 this.Z = -this.Z;
138
139 return this;
140 }
141
142 public Coord Normalize()
143 {
144 const float MAG_THRESHOLD = 0.0000001f;
145 float mag = Length();
146
147 // Catch very small rounding errors when normalizing
148 if (mag > MAG_THRESHOLD)
149 {
150 float oomag = 1.0f / mag;
151 this.X *= oomag;
152 this.Y *= oomag;
153 this.Z *= oomag;
154 }
155 else
156 {
157 this.X = 0.0f;
158 this.Y = 0.0f;
159 this.Z = 0.0f;
160 }
161
162 return this;
163 }
164
165 public override string ToString()
166 {
167 return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString();
168 }
169
170 public static Coord Cross(Coord c1, Coord c2)
171 {
172 return new Coord(
173 c1.Y * c2.Z - c2.Y * c1.Z,
174 c1.Z * c2.X - c2.Z * c1.X,
175 c1.X * c2.Y - c2.X * c1.Y
176 );
177 }
178
179 public static Coord operator +(Coord v, Coord a)
180 {
181 return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z);
182 }
183
184 public static Coord operator *(Coord v, Coord m)
185 {
186 return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z);
187 }
188
189 public static Coord operator *(Coord v, Quat q)
190 {
191 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
192
193 Coord c2 = new Coord(0.0f, 0.0f, 0.0f);
194
195 c2.X = q.W * q.W * v.X +
196 2f * q.Y * q.W * v.Z -
197 2f * q.Z * q.W * v.Y +
198 q.X * q.X * v.X +
199 2f * q.Y * q.X * v.Y +
200 2f * q.Z * q.X * v.Z -
201 q.Z * q.Z * v.X -
202 q.Y * q.Y * v.X;
203
204 c2.Y =
205 2f * q.X * q.Y * v.X +
206 q.Y * q.Y * v.Y +
207 2f * q.Z * q.Y * v.Z +
208 2f * q.W * q.Z * v.X -
209 q.Z * q.Z * v.Y +
210 q.W * q.W * v.Y -
211 2f * q.X * q.W * v.Z -
212 q.X * q.X * v.Y;
213
214 c2.Z =
215 2f * q.X * q.Z * v.X +
216 2f * q.Y * q.Z * v.Y +
217 q.Z * q.Z * v.Z -
218 2f * q.W * q.Y * v.X -
219 q.Y * q.Y * v.Z +
220 2f * q.W * q.X * v.Y -
221 q.X * q.X * v.Z +
222 q.W * q.W * v.Z;
223
224 return c2;
225 }
226 }
227
228 public struct UVCoord
229 {
230 public float U;
231 public float V;
232
233
234 public UVCoord(float u, float v)
235 {
236 this.U = u;
237 this.V = v;
238 }
239
240 public UVCoord Flip()
241 {
242 this.U = 1.0f - this.U;
243 this.V = 1.0f - this.V;
244 return this;
245 }
246 }
247
248 public struct Face
249 {
250 public int primFace;
251
252 // vertices
253 public int v1;
254 public int v2;
255 public int v3;
256
257 //normals
258 public int n1;
259 public int n2;
260 public int n3;
261
262 // uvs
263 public int uv1;
264 public int uv2;
265 public int uv3;
266
267 public Face(int v1, int v2, int v3)
268 {
269 primFace = 0;
270
271 this.v1 = v1;
272 this.v2 = v2;
273 this.v3 = v3;
274
275 this.n1 = 0;
276 this.n2 = 0;
277 this.n3 = 0;
278
279 this.uv1 = 0;
280 this.uv2 = 0;
281 this.uv3 = 0;
282
283 }
284
285 public Face(int v1, int v2, int v3, int n1, int n2, int n3)
286 {
287 primFace = 0;
288
289 this.v1 = v1;
290 this.v2 = v2;
291 this.v3 = v3;
292
293 this.n1 = n1;
294 this.n2 = n2;
295 this.n3 = n3;
296
297 this.uv1 = 0;
298 this.uv2 = 0;
299 this.uv3 = 0;
300 }
301
302 public Coord SurfaceNormal(List<Coord> coordList)
303 {
304 Coord c1 = coordList[this.v1];
305 Coord c2 = coordList[this.v2];
306 Coord c3 = coordList[this.v3];
307
308 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
309 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
310
311 return Coord.Cross(edge1, edge2).Normalize();
312 }
313 }
314
315 public struct ViewerFace
316 {
317 public int primFaceNumber;
318
319 public Coord v1;
320 public Coord v2;
321 public Coord v3;
322
323 public int coordIndex1;
324 public int coordIndex2;
325 public int coordIndex3;
326
327 public Coord n1;
328 public Coord n2;
329 public Coord n3;
330
331 public UVCoord uv1;
332 public UVCoord uv2;
333 public UVCoord uv3;
334
335 public ViewerFace(int primFaceNumber)
336 {
337 this.primFaceNumber = primFaceNumber;
338
339 this.v1 = new Coord();
340 this.v2 = new Coord();
341 this.v3 = new Coord();
342
343 this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet
344
345 this.n1 = new Coord();
346 this.n2 = new Coord();
347 this.n3 = new Coord();
348
349 this.uv1 = new UVCoord();
350 this.uv2 = new UVCoord();
351 this.uv3 = new UVCoord();
352 }
353
354 public void Scale(float x, float y, float z)
355 {
356 this.v1.X *= x;
357 this.v1.Y *= y;
358 this.v1.Z *= z;
359
360 this.v2.X *= x;
361 this.v2.Y *= y;
362 this.v2.Z *= z;
363
364 this.v3.X *= x;
365 this.v3.Y *= y;
366 this.v3.Z *= z;
367 }
368
369 public void AddPos(float x, float y, float z)
370 {
371 this.v1.X += x;
372 this.v2.X += x;
373 this.v3.X += x;
374
375 this.v1.Y += y;
376 this.v2.Y += y;
377 this.v3.Y += y;
378
379 this.v1.Z += z;
380 this.v2.Z += z;
381 this.v3.Z += z;
382 }
383
384 public void AddRot(Quat q)
385 {
386 this.v1 *= q;
387 this.v2 *= q;
388 this.v3 *= q;
389
390 this.n1 *= q;
391 this.n2 *= q;
392 this.n3 *= q;
393 }
394
395 public void CalcSurfaceNormal()
396 {
397
398 Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z);
399 Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z);
400
401 this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
402 }
403 }
404
405 internal struct Angle
406 {
407 internal float angle;
408 internal float X;
409 internal float Y;
410
411 internal Angle(float angle, float x, float y)
412 {
413 this.angle = angle;
414 this.X = x;
415 this.Y = y;
416 }
417 }
418
419 internal class AngleList
420 {
421 private float iX, iY; // intersection point
422
423 private static Angle[] angles3 =
424 {
425 new Angle(0.0f, 1.0f, 0.0f),
426 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
427 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
428 new Angle(1.0f, 1.0f, 0.0f)
429 };
430
431 private static Coord[] normals3 =
432 {
433 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(),
434 new Coord(-0.5f, 0.0f, 0.0f).Normalize(),
435 new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(),
436 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize()
437 };
438
439 private static Angle[] angles4 =
440 {
441 new Angle(0.0f, 1.0f, 0.0f),
442 new Angle(0.25f, 0.0f, 1.0f),
443 new Angle(0.5f, -1.0f, 0.0f),
444 new Angle(0.75f, 0.0f, -1.0f),
445 new Angle(1.0f, 1.0f, 0.0f)
446 };
447
448 private static Coord[] normals4 =
449 {
450 new Coord(0.5f, 0.5f, 0.0f).Normalize(),
451 new Coord(-0.5f, 0.5f, 0.0f).Normalize(),
452 new Coord(-0.5f, -0.5f, 0.0f).Normalize(),
453 new Coord(0.5f, -0.5f, 0.0f).Normalize(),
454 new Coord(0.5f, 0.5f, 0.0f).Normalize()
455 };
456
457 private static Angle[] angles24 =
458 {
459 new Angle(0.0f, 1.0f, 0.0f),
460 new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
461 new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
462 new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
463 new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
464 new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
465 new Angle(0.25f, 0.0f, 1.0f),
466 new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
467 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
468 new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
469 new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
470 new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
471 new Angle(0.5f, -1.0f, 0.0f),
472 new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
473 new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
474 new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
475 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
476 new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
477 new Angle(0.75f, 0.0f, -1.0f),
478 new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
479 new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
480 new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
481 new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
482 new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
483 new Angle(1.0f, 1.0f, 0.0f)
484 };
485
486 private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
487 {
488 float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
489 return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
490 }
491
492 private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
493 { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
494 double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
495 double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
496
497 if (denom != 0.0)
498 {
499 double ua = uaNumerator / denom;
500 iX = (float)(x1 + ua * (x2 - x1));
501 iY = (float)(y1 + ua * (y2 - y1));
502 }
503 }
504
505 internal List<Angle> angles;
506 internal List<Coord> normals;
507
508 internal void makeAngles(int sides, float startAngle, float stopAngle)
509 {
510 angles = new List<Angle>();
511 normals = new List<Coord>();
512
513 double twoPi = System.Math.PI * 2.0;
514 float twoPiInv = 1.0f / (float)twoPi;
515
516 if (sides < 1)
517 throw new Exception("number of sides not greater than zero");
518 if (stopAngle <= startAngle)
519 throw new Exception("stopAngle not greater than startAngle");
520
521 if ((sides == 3 || sides == 4 || sides == 24))
522 {
523 startAngle *= twoPiInv;
524 stopAngle *= twoPiInv;
525
526 Angle[] sourceAngles;
527 if (sides == 3)
528 sourceAngles = angles3;
529 else if (sides == 4)
530 sourceAngles = angles4;
531 else sourceAngles = angles24;
532
533 int startAngleIndex = (int)(startAngle * sides);
534 int endAngleIndex = sourceAngles.Length - 1;
535 if (stopAngle < 1.0f)
536 endAngleIndex = (int)(stopAngle * sides) + 1;
537 if (endAngleIndex == startAngleIndex)
538 endAngleIndex++;
539
540 for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
541 {
542 angles.Add(sourceAngles[angleIndex]);
543 if (sides == 3)
544 normals.Add(normals3[angleIndex]);
545 else if (sides == 4)
546 normals.Add(normals4[angleIndex]);
547 }
548
549 if (startAngle > 0.0f)
550 angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
551
552 if (stopAngle < 1.0f)
553 {
554 int lastAngleIndex = angles.Count - 1;
555 angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
556 }
557 }
558 else
559 {
560 double stepSize = twoPi / sides;
561
562 int startStep = (int)(startAngle / stepSize);
563 double angle = stepSize * startStep;
564 int step = startStep;
565 double stopAngleTest = stopAngle;
566 if (stopAngle < twoPi)
567 {
568 stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
569 if (stopAngleTest < stopAngle)
570 stopAngleTest += stepSize;
571 if (stopAngleTest > twoPi)
572 stopAngleTest = twoPi;
573 }
574
575 while (angle <= stopAngleTest)
576 {
577 Angle newAngle;
578 newAngle.angle = (float)angle;
579 newAngle.X = (float)System.Math.Cos(angle);
580 newAngle.Y = (float)System.Math.Sin(angle);
581 angles.Add(newAngle);
582 step += 1;
583 angle = stepSize * step;
584 }
585
586 if (startAngle > angles[0].angle)
587 {
588 Angle newAngle;
589 intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle));
590 newAngle.angle = startAngle;
591 newAngle.X = iX;
592 newAngle.Y = iY;
593 angles[0] = newAngle;
594 }
595
596 int index = angles.Count - 1;
597 if (stopAngle < angles[index].angle)
598 {
599 Angle newAngle;
600 intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle));
601 newAngle.angle = stopAngle;
602 newAngle.X = iX;
603 newAngle.Y = iY;
604 angles[index] = newAngle;
605 }
606 }
607 }
608 }
609
610 /// <summary>
611 /// generates a profile for extrusion
612 /// </summary>
613 public class Profile
614 {
615 private const float twoPi = 2.0f * (float)Math.PI;
616
617 public string errorMessage = null;
618
619 public List<Coord> coords;
620 public List<Face> faces;
621 public List<Coord> vertexNormals;
622 public List<float> us;
623 public List<UVCoord> faceUVs;
624 public List<int> faceNumbers;
625
626 // use these for making individual meshes for each prim face
627 public List<int> outerCoordIndices = null;
628 public List<int> hollowCoordIndices = null;
629 public List<int> cut1CoordIndices = null;
630 public List<int> cut2CoordIndices = null;
631
632 public Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
633 public Coord cutNormal1 = new Coord();
634 public Coord cutNormal2 = new Coord();
635
636 public int numOuterVerts = 0;
637 public int numHollowVerts = 0;
638
639 public int outerFaceNumber = -1;
640 public int hollowFaceNumber = -1;
641
642 public bool calcVertexNormals = false;
643 public int bottomFaceNumber = 0;
644 public int numPrimFaces = 0;
645
646 public Profile()
647 {
648 this.coords = new List<Coord>();
649 this.faces = new List<Face>();
650 this.vertexNormals = new List<Coord>();
651 this.us = new List<float>();
652 this.faceUVs = new List<UVCoord>();
653 this.faceNumbers = new List<int>();
654 }
655
656 public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
657 {
658 this.calcVertexNormals = calcVertexNormals;
659 this.coords = new List<Coord>();
660 this.faces = new List<Face>();
661 this.vertexNormals = new List<Coord>();
662 this.us = new List<float>();
663 this.faceUVs = new List<UVCoord>();
664 this.faceNumbers = new List<int>();
665
666 Coord center = new Coord(0.0f, 0.0f, 0.0f);
667
668 List<Coord> hollowCoords = new List<Coord>();
669 List<Coord> hollowNormals = new List<Coord>();
670 List<float> hollowUs = new List<float>();
671
672 if (calcVertexNormals)
673 {
674 this.outerCoordIndices = new List<int>();
675 this.hollowCoordIndices = new List<int>();
676 this.cut1CoordIndices = new List<int>();
677 this.cut2CoordIndices = new List<int>();
678 }
679
680 bool hasHollow = (hollow > 0.0f);
681
682 bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
683
684 AngleList angles = new AngleList();
685 AngleList hollowAngles = new AngleList();
686
687 float xScale = 0.5f;
688 float yScale = 0.5f;
689 if (sides == 4) // corners of a square are sqrt(2) from center
690 {
691 xScale = 0.707107f;
692 yScale = 0.707107f;
693 }
694
695 float startAngle = profileStart * twoPi;
696 float stopAngle = profileEnd * twoPi;
697
698 try { angles.makeAngles(sides, startAngle, stopAngle); }
699 catch (Exception ex)
700 {
701
702 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
703 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
704
705 return;
706 }
707
708 this.numOuterVerts = angles.angles.Count;
709
710 // flag to create as few triangles as possible for 3 or 4 side profile
711 bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
712
713 if (hasHollow)
714 {
715 if (sides == hollowSides)
716 hollowAngles = angles;
717 else
718 {
719 try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
720 catch (Exception ex)
721 {
722 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
723 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
724
725 return;
726 }
727 }
728 this.numHollowVerts = hollowAngles.angles.Count;
729 }
730 else if (!simpleFace)
731 {
732 this.coords.Add(center);
733 if (this.calcVertexNormals)
734 this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
735 this.us.Add(0.0f);
736 }
737
738 float z = 0.0f;
739
740 Angle angle;
741 Coord newVert = new Coord();
742 if (hasHollow && hollowSides != sides)
743 {
744 int numHollowAngles = hollowAngles.angles.Count;
745 for (int i = 0; i < numHollowAngles; i++)
746 {
747 angle = hollowAngles.angles[i];
748 newVert.X = hollow * xScale * angle.X;
749 newVert.Y = hollow * yScale * angle.Y;
750 newVert.Z = z;
751
752 hollowCoords.Add(newVert);
753 if (this.calcVertexNormals)
754 {
755 if (hollowSides < 5)
756 hollowNormals.Add(hollowAngles.normals[i].Invert());
757 else
758 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
759
760 if (hollowSides == 4)
761 hollowUs.Add(angle.angle * hollow * 0.707107f);
762 else
763 hollowUs.Add(angle.angle * hollow);
764 }
765 }
766 }
767
768 int index = 0;
769 int numAngles = angles.angles.Count;
770
771 for (int i = 0; i < numAngles; i++)
772 {
773 angle = angles.angles[i];
774 newVert.X = angle.X * xScale;
775 newVert.Y = angle.Y * yScale;
776 newVert.Z = z;
777 this.coords.Add(newVert);
778 if (this.calcVertexNormals)
779 {
780 this.outerCoordIndices.Add(this.coords.Count - 1);
781
782 if (sides < 5)
783 {
784 this.vertexNormals.Add(angles.normals[i]);
785 float u = angle.angle;
786 this.us.Add(u);
787 }
788 else
789 {
790 this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
791 this.us.Add(angle.angle);
792 }
793 }
794
795 if (hasHollow)
796 {
797 if (hollowSides == sides)
798 {
799 newVert.X *= hollow;
800 newVert.Y *= hollow;
801 newVert.Z = z;
802 hollowCoords.Add(newVert);
803 if (this.calcVertexNormals)
804 {
805 if (sides < 5)
806 {
807 hollowNormals.Add(angles.normals[i].Invert());
808 }
809
810 else
811 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
812
813 hollowUs.Add(angle.angle * hollow);
814 }
815 }
816 }
817 else if (!simpleFace && createFaces && angle.angle > 0.0001f)
818 {
819 Face newFace = new Face();
820 newFace.v1 = 0;
821 newFace.v2 = index;
822 newFace.v3 = index + 1;
823
824 this.faces.Add(newFace);
825 }
826 index += 1;
827 }
828
829 if (hasHollow)
830 {
831 hollowCoords.Reverse();
832 if (this.calcVertexNormals)
833 {
834 hollowNormals.Reverse();
835 hollowUs.Reverse();
836 }
837
838 if (createFaces)
839 {
840 int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
841
842 if (this.numOuterVerts == this.numHollowVerts)
843 {
844 Face newFace = new Face();
845
846 for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
847 {
848 newFace.v1 = coordIndex;
849 newFace.v2 = coordIndex + 1;
850 newFace.v3 = numTotalVerts - coordIndex - 1;
851 this.faces.Add(newFace);
852
853 newFace.v1 = coordIndex + 1;
854 newFace.v2 = numTotalVerts - coordIndex - 2;
855 newFace.v3 = numTotalVerts - coordIndex - 1;
856 this.faces.Add(newFace);
857 }
858 }
859 else
860 {
861 if (this.numOuterVerts < this.numHollowVerts)
862 {
863 Face newFace = new Face();
864 int j = 0; // j is the index for outer vertices
865 int maxJ = this.numOuterVerts - 1;
866 for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
867 {
868 if (j < maxJ)
869 if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
870 {
871 newFace.v1 = numTotalVerts - i - 1;
872 newFace.v2 = j;
873 newFace.v3 = j + 1;
874
875 this.faces.Add(newFace);
876 j += 1;
877 }
878
879 newFace.v1 = j;
880 newFace.v2 = numTotalVerts - i - 2;
881 newFace.v3 = numTotalVerts - i - 1;
882
883 this.faces.Add(newFace);
884 }
885 }
886 else // numHollowVerts < numOuterVerts
887 {
888 Face newFace = new Face();
889 int j = 0; // j is the index for inner vertices
890 int maxJ = this.numHollowVerts - 1;
891 for (int i = 0; i < this.numOuterVerts; i++)
892 {
893 if (j < maxJ)
894 if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
895 {
896 newFace.v1 = i;
897 newFace.v2 = numTotalVerts - j - 2;
898 newFace.v3 = numTotalVerts - j - 1;
899
900 this.faces.Add(newFace);
901 j += 1;
902 }
903
904 newFace.v1 = numTotalVerts - j - 1;
905 newFace.v2 = i;
906 newFace.v3 = i + 1;
907
908 this.faces.Add(newFace);
909 }
910 }
911 }
912 }
913
914 if (calcVertexNormals)
915 {
916 foreach (Coord hc in hollowCoords)
917 {
918 this.coords.Add(hc);
919 hollowCoordIndices.Add(this.coords.Count - 1);
920 }
921 }
922 else
923 this.coords.AddRange(hollowCoords);
924
925 if (this.calcVertexNormals)
926 {
927 this.vertexNormals.AddRange(hollowNormals);
928 this.us.AddRange(hollowUs);
929
930 }
931 }
932
933 if (simpleFace && createFaces)
934 {
935 if (sides == 3)
936 this.faces.Add(new Face(0, 1, 2));
937 else if (sides == 4)
938 {
939 this.faces.Add(new Face(0, 1, 2));
940 this.faces.Add(new Face(0, 2, 3));
941 }
942 }
943
944 if (calcVertexNormals && hasProfileCut)
945 {
946 int lastOuterVertIndex = this.numOuterVerts - 1;
947
948 if (hasHollow)
949 {
950 this.cut1CoordIndices.Add(0);
951 this.cut1CoordIndices.Add(this.coords.Count - 1);
952
953 this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
954 this.cut2CoordIndices.Add(lastOuterVertIndex);
955
956 this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
957 this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);
958
959 this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
960 this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
961 }
962
963 else
964 {
965 this.cut1CoordIndices.Add(0);
966 this.cut1CoordIndices.Add(1);
967
968 this.cut2CoordIndices.Add(lastOuterVertIndex);
969 this.cut2CoordIndices.Add(0);
970
971 this.cutNormal1.X = this.vertexNormals[1].Y;
972 this.cutNormal1.Y = -this.vertexNormals[1].X;
973
974 this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
975 this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;
976
977 }
978 this.cutNormal1.Normalize();
979 this.cutNormal2.Normalize();
980 }
981
982 this.MakeFaceUVs();
983
984 hollowCoords = null;
985 hollowNormals = null;
986 hollowUs = null;
987
988 if (calcVertexNormals)
989 { // calculate prim face numbers
990
991 // face number order is top, outer, hollow, bottom, start cut, end cut
992 // I know it's ugly but so is the whole concept of prim face numbers
993
994 int faceNum = 1; // start with outer faces
995 this.outerFaceNumber = faceNum;
996
997 int startVert = hasProfileCut && !hasHollow ? 1 : 0;
998 if (startVert > 0)
999 this.faceNumbers.Add(-1);
1000 for (int i = 0; i < this.numOuterVerts - 1; i++)
1001 this.faceNumbers.Add(sides < 5 && i <= sides ? faceNum++ : faceNum);
1002
1003 this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
1004
1005 if (sides > 4 && (hasHollow || hasProfileCut))
1006 faceNum++;
1007
1008 if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides)
1009 faceNum++;
1010
1011 if (hasHollow)
1012 {
1013 for (int i = 0; i < this.numHollowVerts; i++)
1014 this.faceNumbers.Add(faceNum);
1015
1016 this.hollowFaceNumber = faceNum++;
1017 }
1018
1019 this.bottomFaceNumber = faceNum++;
1020
1021 if (hasHollow && hasProfileCut)
1022 this.faceNumbers.Add(faceNum++);
1023
1024 for (int i = 0; i < this.faceNumbers.Count; i++)
1025 if (this.faceNumbers[i] == -1)
1026 this.faceNumbers[i] = faceNum++;
1027
1028 this.numPrimFaces = faceNum;
1029 }
1030
1031 }
1032
1033 public void MakeFaceUVs()
1034 {
1035 this.faceUVs = new List<UVCoord>();
1036 foreach (Coord c in this.coords)
1037 this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y)));
1038 }
1039
1040 public Profile Copy()
1041 {
1042 return this.Copy(true);
1043 }
1044
1045 public Profile Copy(bool needFaces)
1046 {
1047 Profile copy = new Profile();
1048
1049 copy.coords.AddRange(this.coords);
1050 copy.faceUVs.AddRange(this.faceUVs);
1051
1052 if (needFaces)
1053 copy.faces.AddRange(this.faces);
1054 if ((copy.calcVertexNormals = this.calcVertexNormals) == true)
1055 {
1056 copy.vertexNormals.AddRange(this.vertexNormals);
1057 copy.faceNormal = this.faceNormal;
1058 copy.cutNormal1 = this.cutNormal1;
1059 copy.cutNormal2 = this.cutNormal2;
1060 copy.us.AddRange(this.us);
1061 copy.faceNumbers.AddRange(this.faceNumbers);
1062
1063 copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices);
1064 copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices);
1065 copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices);
1066 copy.outerCoordIndices = new List<int>(this.outerCoordIndices);
1067 }
1068 copy.numOuterVerts = this.numOuterVerts;
1069 copy.numHollowVerts = this.numHollowVerts;
1070
1071 return copy;
1072 }
1073
1074 public void AddPos(Coord v)
1075 {
1076 this.AddPos(v.X, v.Y, v.Z);
1077 }
1078
1079 public void AddPos(float x, float y, float z)
1080 {
1081 int i;
1082 int numVerts = this.coords.Count;
1083 Coord vert;
1084
1085 for (i = 0; i < numVerts; i++)
1086 {
1087 vert = this.coords[i];
1088 vert.X += x;
1089 vert.Y += y;
1090 vert.Z += z;
1091 this.coords[i] = vert;
1092 }
1093 }
1094
1095 public void AddRot(Quat q)
1096 {
1097 int i;
1098 int numVerts = this.coords.Count;
1099
1100 for (i = 0; i < numVerts; i++)
1101 this.coords[i] *= q;
1102
1103 if (this.calcVertexNormals)
1104 {
1105 int numNormals = this.vertexNormals.Count;
1106 for (i = 0; i < numNormals; i++)
1107 this.vertexNormals[i] *= q;
1108
1109 this.faceNormal *= q;
1110 this.cutNormal1 *= q;
1111 this.cutNormal2 *= q;
1112
1113 }
1114 }
1115
1116 public void Scale(float x, float y)
1117 {
1118 int i;
1119 int numVerts = this.coords.Count;
1120 Coord vert;
1121
1122 for (i = 0; i < numVerts; i++)
1123 {
1124 vert = this.coords[i];
1125 vert.X *= x;
1126 vert.Y *= y;
1127 this.coords[i] = vert;
1128 }
1129 }
1130
1131 /// <summary>
1132 /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
1133 /// </summary>
1134 public void FlipNormals()
1135 {
1136 int i;
1137 int numFaces = this.faces.Count;
1138 Face tmpFace;
1139 int tmp;
1140
1141 for (i = 0; i < numFaces; i++)
1142 {
1143 tmpFace = this.faces[i];
1144 tmp = tmpFace.v3;
1145 tmpFace.v3 = tmpFace.v1;
1146 tmpFace.v1 = tmp;
1147 this.faces[i] = tmpFace;
1148 }
1149
1150 if (this.calcVertexNormals)
1151 {
1152 int normalCount = this.vertexNormals.Count;
1153 if (normalCount > 0)
1154 {
1155 Coord n = this.vertexNormals[normalCount - 1];
1156 n.Z = -n.Z;
1157 this.vertexNormals[normalCount - 1] = n;
1158 }
1159 }
1160
1161 this.faceNormal.X = -this.faceNormal.X;
1162 this.faceNormal.Y = -this.faceNormal.Y;
1163 this.faceNormal.Z = -this.faceNormal.Z;
1164
1165 int numfaceUVs = this.faceUVs.Count;
1166 for (i = 0; i < numfaceUVs; i++)
1167 {
1168 UVCoord uv = this.faceUVs[i];
1169 uv.V = 1.0f - uv.V;
1170 this.faceUVs[i] = uv;
1171 }
1172 }
1173
1174 public void AddValue2FaceVertexIndices(int num)
1175 {
1176 int numFaces = this.faces.Count;
1177 Face tmpFace;
1178 for (int i = 0; i < numFaces; i++)
1179 {
1180 tmpFace = this.faces[i];
1181 tmpFace.v1 += num;
1182 tmpFace.v2 += num;
1183 tmpFace.v3 += num;
1184
1185 this.faces[i] = tmpFace;
1186 }
1187 }
1188
1189 public void AddValue2FaceNormalIndices(int num)
1190 {
1191 if (this.calcVertexNormals)
1192 {
1193 int numFaces = this.faces.Count;
1194 Face tmpFace;
1195 for (int i = 0; i < numFaces; i++)
1196 {
1197 tmpFace = this.faces[i];
1198 tmpFace.n1 += num;
1199 tmpFace.n2 += num;
1200 tmpFace.n3 += num;
1201
1202 this.faces[i] = tmpFace;
1203 }
1204 }
1205 }
1206
1207 public void DumpRaw(String path, String name, String title)
1208 {
1209 if (path == null)
1210 return;
1211 String fileName = name + "_" + title + ".raw";
1212 String completePath = System.IO.Path.Combine(path, fileName);
1213 StreamWriter sw = new StreamWriter(completePath);
1214
1215 for (int i = 0; i < this.faces.Count; i++)
1216 {
1217 string s = this.coords[this.faces[i].v1].ToString();
1218 s += " " + this.coords[this.faces[i].v2].ToString();
1219 s += " " + this.coords[this.faces[i].v3].ToString();
1220
1221 sw.WriteLine(s);
1222 }
1223
1224 sw.Close();
1225 }
1226 }
1227
1228 public struct PathNode
1229 {
1230 public Coord position;
1231 public Quat rotation;
1232 public float xScale;
1233 public float yScale;
1234 public float percentOfPath;
1235 }
1236
1237 public enum PathType { Linear = 0, Circular = 1, Flexible = 2 }
1238
1239 public class Path
1240 {
1241 public List<PathNode> pathNodes = new List<PathNode>();
1242
1243 public float twistBegin = 0.0f;
1244 public float twistEnd = 0.0f;
1245 public float topShearX = 0.0f;
1246 public float topShearY = 0.0f;
1247 public float pathCutBegin = 0.0f;
1248 public float pathCutEnd = 1.0f;
1249 public float dimpleBegin = 0.0f;
1250 public float dimpleEnd = 1.0f;
1251 public float skew = 0.0f;
1252 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1253 public float holeSizeY = 0.25f;
1254 public float taperX = 0.0f;
1255 public float taperY = 0.0f;
1256 public float radius = 0.0f;
1257 public float revolutions = 1.0f;
1258 public int stepsPerRevolution = 24;
1259
1260 private const float twoPi = 2.0f * (float)Math.PI;
1261
1262 public void Create(PathType pathType, int steps)
1263 {
1264 if (this.taperX > 0.999f)
1265 this.taperX = 0.999f;
1266 if (this.taperX < -0.999f)
1267 this.taperX = -0.999f;
1268 if (this.taperY > 0.999f)
1269 this.taperY = 0.999f;
1270 if (this.taperY < -0.999f)
1271 this.taperY = -0.999f;
1272
1273 if (pathType == PathType.Linear || pathType == PathType.Flexible)
1274 {
1275 int step = 0;
1276
1277 float length = this.pathCutEnd - this.pathCutBegin;
1278 float twistTotal = twistEnd - twistBegin;
1279 float twistTotalAbs = Math.Abs(twistTotal);
1280 if (twistTotalAbs > 0.01f)
1281 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1282
1283 float start = -0.5f;
1284 float stepSize = length / (float)steps;
1285 float percentOfPathMultiplier = stepSize * 0.999999f;
1286 float xOffset = this.topShearX * this.pathCutBegin;
1287 float yOffset = this.topShearY * this.pathCutBegin;
1288 float zOffset = start;
1289 float xOffsetStepIncrement = this.topShearX * length / steps;
1290 float yOffsetStepIncrement = this.topShearY * length / steps;
1291
1292 float percentOfPath = this.pathCutBegin;
1293 zOffset += percentOfPath;
1294
1295 // sanity checks
1296
1297 bool done = false;
1298
1299 while (!done)
1300 {
1301 PathNode newNode = new PathNode();
1302
1303 newNode.xScale = 1.0f;
1304 if (this.taperX == 0.0f)
1305 newNode.xScale = 1.0f;
1306 else if (this.taperX > 0.0f)
1307 newNode.xScale = 1.0f - percentOfPath * this.taperX;
1308 else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
1309
1310 newNode.yScale = 1.0f;
1311 if (this.taperY == 0.0f)
1312 newNode.yScale = 1.0f;
1313 else if (this.taperY > 0.0f)
1314 newNode.yScale = 1.0f - percentOfPath * this.taperY;
1315 else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
1316
1317 float twist = twistBegin + twistTotal * percentOfPath;
1318
1319 newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1320 newNode.position = new Coord(xOffset, yOffset, zOffset);
1321 newNode.percentOfPath = percentOfPath;
1322
1323 pathNodes.Add(newNode);
1324
1325 if (step < steps)
1326 {
1327 step += 1;
1328 percentOfPath += percentOfPathMultiplier;
1329 xOffset += xOffsetStepIncrement;
1330 yOffset += yOffsetStepIncrement;
1331 zOffset += stepSize;
1332 if (percentOfPath > this.pathCutEnd)
1333 done = true;
1334 }
1335 else done = true;
1336 }
1337 } // end of linear path code
1338
1339 else // pathType == Circular
1340 {
1341 float twistTotal = twistEnd - twistBegin;
1342
1343 // if the profile has a lot of twist, add more layers otherwise the layers may overlap
1344 // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
1345 // accurately match the viewer
1346 float twistTotalAbs = Math.Abs(twistTotal);
1347 if (twistTotalAbs > 0.01f)
1348 {
1349 if (twistTotalAbs > Math.PI * 1.5f)
1350 steps *= 2;
1351 if (twistTotalAbs > Math.PI * 3.0f)
1352 steps *= 2;
1353 }
1354
1355 float yPathScale = this.holeSizeY * 0.5f;
1356 float pathLength = this.pathCutEnd - this.pathCutBegin;
1357 float totalSkew = this.skew * 2.0f * pathLength;
1358 float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
1359 float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
1360 float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
1361
1362 // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
1363 // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
1364 // to calculate the sine for generating the path radius appears to approximate it's effects there
1365 // too, but there are some subtle differences in the radius which are noticeable as the prim size
1366 // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
1367 // the meshes generated with this technique appear nearly identical in shape to the same prims when
1368 // displayed by the viewer.
1369
1370 float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
1371 float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
1372 float stepSize = twoPi / this.stepsPerRevolution;
1373
1374 int step = (int)(startAngle / stepSize);
1375 float angle = startAngle;
1376
1377 bool done = false;
1378 while (!done) // loop through the length of the path and add the layers
1379 {
1380 PathNode newNode = new PathNode();
1381
1382 float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
1383 float yProfileScale = this.holeSizeY;
1384
1385 float percentOfPath = angle / (twoPi * this.revolutions);
1386 float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
1387
1388 if (this.taperX > 0.01f)
1389 xProfileScale *= 1.0f - percentOfPath * this.taperX;
1390 else if (this.taperX < -0.01f)
1391 xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
1392
1393 if (this.taperY > 0.01f)
1394 yProfileScale *= 1.0f - percentOfPath * this.taperY;
1395 else if (this.taperY < -0.01f)
1396 yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
1397
1398 newNode.xScale = xProfileScale;
1399 newNode.yScale = yProfileScale;
1400
1401 float radiusScale = 1.0f;
1402 if (this.radius > 0.001f)
1403 radiusScale = 1.0f - this.radius * percentOfPath;
1404 else if (this.radius < 0.001f)
1405 radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
1406
1407 float twist = twistBegin + twistTotal * percentOfPath;
1408
1409 float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
1410 xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
1411
1412 float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
1413
1414 float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
1415
1416 newNode.position = new Coord(xOffset, yOffset, zOffset);
1417
1418 // now orient the rotation of the profile layer relative to it's position on the path
1419 // adding taperY to the angle used to generate the quat appears to approximate the viewer
1420
1421 newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
1422
1423 // next apply twist rotation to the profile layer
1424 if (twistTotal != 0.0f || twistBegin != 0.0f)
1425 newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1426
1427 newNode.percentOfPath = percentOfPath;
1428
1429 pathNodes.Add(newNode);
1430
1431 // calculate terms for next iteration
1432 // calculate the angle for the next iteration of the loop
1433
1434 if (angle >= endAngle - 0.01)
1435 done = true;
1436 else
1437 {
1438 step += 1;
1439 angle = stepSize * step;
1440 if (angle > endAngle)
1441 angle = endAngle;
1442 }
1443 }
1444 }
1445 }
1446 }
1447
1448 public class PrimMesh
1449 {
1450 public string errorMessage = "";
1451 private const float twoPi = 2.0f * (float)Math.PI;
1452
1453 public List<Coord> coords;
1454 public List<Coord> normals;
1455 public List<Face> faces;
1456
1457 public List<ViewerFace> viewerFaces;
1458
1459 private int sides = 4;
1460 private int hollowSides = 4;
1461 private float profileStart = 0.0f;
1462 private float profileEnd = 1.0f;
1463 private float hollow = 0.0f;
1464 public int twistBegin = 0;
1465 public int twistEnd = 0;
1466 public float topShearX = 0.0f;
1467 public float topShearY = 0.0f;
1468 public float pathCutBegin = 0.0f;
1469 public float pathCutEnd = 1.0f;
1470 public float dimpleBegin = 0.0f;
1471 public float dimpleEnd = 1.0f;
1472 public float skew = 0.0f;
1473 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1474 public float holeSizeY = 0.25f;
1475 public float taperX = 0.0f;
1476 public float taperY = 0.0f;
1477 public float radius = 0.0f;
1478 public float revolutions = 1.0f;
1479 public int stepsPerRevolution = 24;
1480
1481 private int profileOuterFaceNumber = -1;
1482 private int profileHollowFaceNumber = -1;
1483
1484 private bool hasProfileCut = false;
1485 private bool hasHollow = false;
1486 public bool calcVertexNormals = false;
1487 private bool normalsProcessed = false;
1488 public bool viewerMode = false;
1489 public bool sphereMode = false;
1490
1491 public int numPrimFaces = 0;
1492
1493 /// <summary>
1494 /// Human readable string representation of the parameters used to create a mesh.
1495 /// </summary>
1496 /// <returns></returns>
1497 public string ParamsToDisplayString()
1498 {
1499 string s = "";
1500 s += "sides..................: " + this.sides.ToString();
1501 s += "\nhollowSides..........: " + this.hollowSides.ToString();
1502 s += "\nprofileStart.........: " + this.profileStart.ToString();
1503 s += "\nprofileEnd...........: " + this.profileEnd.ToString();
1504 s += "\nhollow...............: " + this.hollow.ToString();
1505 s += "\ntwistBegin...........: " + this.twistBegin.ToString();
1506 s += "\ntwistEnd.............: " + this.twistEnd.ToString();
1507 s += "\ntopShearX............: " + this.topShearX.ToString();
1508 s += "\ntopShearY............: " + this.topShearY.ToString();
1509 s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
1510 s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
1511 s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
1512 s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
1513 s += "\nskew.................: " + this.skew.ToString();
1514 s += "\nholeSizeX............: " + this.holeSizeX.ToString();
1515 s += "\nholeSizeY............: " + this.holeSizeY.ToString();
1516 s += "\ntaperX...............: " + this.taperX.ToString();
1517 s += "\ntaperY...............: " + this.taperY.ToString();
1518 s += "\nradius...............: " + this.radius.ToString();
1519 s += "\nrevolutions..........: " + this.revolutions.ToString();
1520 s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
1521 s += "\nsphereMode...........: " + this.sphereMode.ToString();
1522 s += "\nhasProfileCut........: " + this.hasProfileCut.ToString();
1523 s += "\nhasHollow............: " + this.hasHollow.ToString();
1524 s += "\nviewerMode...........: " + this.viewerMode.ToString();
1525
1526 return s;
1527 }
1528
1529 public int ProfileOuterFaceNumber
1530 {
1531 get { return profileOuterFaceNumber; }
1532 }
1533
1534 public int ProfileHollowFaceNumber
1535 {
1536 get { return profileHollowFaceNumber; }
1537 }
1538
1539 public bool HasProfileCut
1540 {
1541 get { return hasProfileCut; }
1542 }
1543
1544 public bool HasHollow
1545 {
1546 get { return hasHollow; }
1547 }
1548
1549
1550 /// <summary>
1551 /// Constructs a PrimMesh object and creates the profile for extrusion.
1552 /// </summary>
1553 /// <param name="sides"></param>
1554 /// <param name="profileStart"></param>
1555 /// <param name="profileEnd"></param>
1556 /// <param name="hollow"></param>
1557 /// <param name="hollowSides"></param>
1558 public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
1559 {
1560 this.coords = new List<Coord>();
1561 this.faces = new List<Face>();
1562
1563 this.sides = sides;
1564 this.profileStart = profileStart;
1565 this.profileEnd = profileEnd;
1566 this.hollow = hollow;
1567 this.hollowSides = hollowSides;
1568
1569 if (sides < 3)
1570 this.sides = 3;
1571 if (hollowSides < 3)
1572 this.hollowSides = 3;
1573 if (profileStart < 0.0f)
1574 this.profileStart = 0.0f;
1575 if (profileEnd > 1.0f)
1576 this.profileEnd = 1.0f;
1577 if (profileEnd < 0.02f)
1578 this.profileEnd = 0.02f;
1579 if (profileStart >= profileEnd)
1580 this.profileStart = profileEnd - 0.02f;
1581 if (hollow > 0.99f)
1582 this.hollow = 0.99f;
1583 if (hollow < 0.0f)
1584 this.hollow = 0.0f;
1585 }
1586
1587 /// <summary>
1588 /// Extrudes a profile along a path.
1589 /// </summary>
1590 public void Extrude(PathType pathType)
1591 {
1592 bool needEndFaces = false;
1593
1594 this.coords = new List<Coord>();
1595 this.faces = new List<Face>();
1596
1597 if (this.viewerMode)
1598 {
1599 this.viewerFaces = new List<ViewerFace>();
1600 this.calcVertexNormals = true;
1601 }
1602
1603 if (this.calcVertexNormals)
1604 this.normals = new List<Coord>();
1605
1606 int steps = 1;
1607
1608 float length = this.pathCutEnd - this.pathCutBegin;
1609 normalsProcessed = false;
1610
1611 if (this.viewerMode && this.sides == 3)
1612 {
1613 // prisms don't taper well so add some vertical resolution
1614 // other prims may benefit from this but just do prisms for now
1615 if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
1616 steps = (int)(steps * 4.5 * length);
1617 }
1618
1619 if (this.sphereMode)
1620 this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1621 else
1622 this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1623 this.hasHollow = (this.hollow > 0.001f);
1624
1625 float twistBegin = this.twistBegin / 360.0f * twoPi;
1626 float twistEnd = this.twistEnd / 360.0f * twoPi;
1627 float twistTotal = twistEnd - twistBegin;
1628 float twistTotalAbs = Math.Abs(twistTotal);
1629 if (twistTotalAbs > 0.01f)
1630 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1631
1632 float hollow = this.hollow;
1633
1634 if (pathType == PathType.Circular)
1635 {
1636 needEndFaces = false;
1637 if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
1638 needEndFaces = true;
1639 else if (this.taperX != 0.0f || this.taperY != 0.0f)
1640 needEndFaces = true;
1641 else if (this.skew != 0.0f)
1642 needEndFaces = true;
1643 else if (twistTotal != 0.0f)
1644 needEndFaces = true;
1645 else if (this.radius != 0.0f)
1646 needEndFaces = true;
1647 }
1648 else needEndFaces = true;
1649
1650 // sanity checks
1651 float initialProfileRot = 0.0f;
1652 if (pathType == PathType.Circular)
1653 {
1654 if (this.sides == 3)
1655 {
1656 initialProfileRot = (float)Math.PI;
1657 if (this.hollowSides == 4)
1658 {
1659 if (hollow > 0.7f)
1660 hollow = 0.7f;
1661 hollow *= 0.707f;
1662 }
1663 else hollow *= 0.5f;
1664 }
1665 else if (this.sides == 4)
1666 {
1667 initialProfileRot = 0.25f * (float)Math.PI;
1668 if (this.hollowSides != 4)
1669 hollow *= 0.707f;
1670 }
1671 else if (this.sides > 4)
1672 {
1673 initialProfileRot = (float)Math.PI;
1674 if (this.hollowSides == 4)
1675 {
1676 if (hollow > 0.7f)
1677 hollow = 0.7f;
1678 hollow /= 0.7f;
1679 }
1680 }
1681 }
1682 else
1683 {
1684 if (this.sides == 3)
1685 {
1686 if (this.hollowSides == 4)
1687 {
1688 if (hollow > 0.7f)
1689 hollow = 0.7f;
1690 hollow *= 0.707f;
1691 }
1692 else hollow *= 0.5f;
1693 }
1694 else if (this.sides == 4)
1695 {
1696 initialProfileRot = 1.25f * (float)Math.PI;
1697 if (this.hollowSides != 4)
1698 hollow *= 0.707f;
1699 }
1700 else if (this.sides == 24 && this.hollowSides == 4)
1701 hollow *= 1.414f;
1702 }
1703
1704 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
1705 this.errorMessage = profile.errorMessage;
1706
1707 this.numPrimFaces = profile.numPrimFaces;
1708
1709 int cut1FaceNumber = profile.bottomFaceNumber + 1;
1710 int cut2FaceNumber = cut1FaceNumber + 1;
1711 if (!needEndFaces)
1712 {
1713 cut1FaceNumber -= 2;
1714 cut2FaceNumber -= 2;
1715 }
1716
1717 profileOuterFaceNumber = profile.outerFaceNumber;
1718 if (!needEndFaces)
1719 profileOuterFaceNumber--;
1720
1721 if (hasHollow)
1722 {
1723 profileHollowFaceNumber = profile.hollowFaceNumber;
1724 if (!needEndFaces)
1725 profileHollowFaceNumber--;
1726 }
1727
1728 int cut1Vert = -1;
1729 int cut2Vert = -1;
1730 if (hasProfileCut)
1731 {
1732 cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
1733 cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
1734 }
1735
1736 if (initialProfileRot != 0.0f)
1737 {
1738 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
1739 if (viewerMode)
1740 profile.MakeFaceUVs();
1741 }
1742
1743 Coord lastCutNormal1 = new Coord();
1744 Coord lastCutNormal2 = new Coord();
1745 float thisV = 0.0f;
1746 float lastV = 0.0f;
1747
1748 Path path = new Path();
1749 path.twistBegin = twistBegin;
1750 path.twistEnd = twistEnd;
1751 path.topShearX = topShearX;
1752 path.topShearY = topShearY;
1753 path.pathCutBegin = pathCutBegin;
1754 path.pathCutEnd = pathCutEnd;
1755 path.dimpleBegin = dimpleBegin;
1756 path.dimpleEnd = dimpleEnd;
1757 path.skew = skew;
1758 path.holeSizeX = holeSizeX;
1759 path.holeSizeY = holeSizeY;
1760 path.taperX = taperX;
1761 path.taperY = taperY;
1762 path.radius = radius;
1763 path.revolutions = revolutions;
1764 path.stepsPerRevolution = stepsPerRevolution;
1765
1766 path.Create(pathType, steps);
1767
1768 for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
1769 {
1770 PathNode node = path.pathNodes[nodeIndex];
1771 Profile newLayer = profile.Copy();
1772 newLayer.Scale(node.xScale, node.yScale);
1773
1774 newLayer.AddRot(node.rotation);
1775 newLayer.AddPos(node.position);
1776
1777 if (needEndFaces && nodeIndex == 0)
1778 {
1779 newLayer.FlipNormals();
1780
1781 // add the bottom faces to the viewerFaces list
1782 if (this.viewerMode)
1783 {
1784 Coord faceNormal = newLayer.faceNormal;
1785 ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
1786 int numFaces = newLayer.faces.Count;
1787 List<Face> faces = newLayer.faces;
1788
1789 for (int i = 0; i < numFaces; i++)
1790 {
1791 Face face = faces[i];
1792 newViewerFace.v1 = newLayer.coords[face.v1];
1793 newViewerFace.v2 = newLayer.coords[face.v2];
1794 newViewerFace.v3 = newLayer.coords[face.v3];
1795
1796 newViewerFace.coordIndex1 = face.v1;
1797 newViewerFace.coordIndex2 = face.v2;
1798 newViewerFace.coordIndex3 = face.v3;
1799
1800 newViewerFace.n1 = faceNormal;
1801 newViewerFace.n2 = faceNormal;
1802 newViewerFace.n3 = faceNormal;
1803
1804 newViewerFace.uv1 = newLayer.faceUVs[face.v1];
1805 newViewerFace.uv2 = newLayer.faceUVs[face.v2];
1806 newViewerFace.uv3 = newLayer.faceUVs[face.v3];
1807
1808 if (pathType == PathType.Linear)
1809 {
1810 newViewerFace.uv1.Flip();
1811 newViewerFace.uv2.Flip();
1812 newViewerFace.uv3.Flip();
1813 }
1814
1815 this.viewerFaces.Add(newViewerFace);
1816 }
1817 }
1818 } // if (nodeIndex == 0)
1819
1820 // append this layer
1821
1822 int coordsLen = this.coords.Count;
1823 newLayer.AddValue2FaceVertexIndices(coordsLen);
1824
1825 this.coords.AddRange(newLayer.coords);
1826
1827 if (this.calcVertexNormals)
1828 {
1829 newLayer.AddValue2FaceNormalIndices(this.normals.Count);
1830 this.normals.AddRange(newLayer.vertexNormals);
1831 }
1832
1833 if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
1834 this.faces.AddRange(newLayer.faces);
1835
1836 // fill faces between layers
1837
1838 int numVerts = newLayer.coords.Count;
1839 Face newFace1 = new Face();
1840 Face newFace2 = new Face();
1841
1842 thisV = 1.0f - node.percentOfPath;
1843
1844 if (nodeIndex > 0)
1845 {
1846 int startVert = coordsLen + 1;
1847 int endVert = this.coords.Count;
1848
1849 if (sides < 5 || this.hasProfileCut || this.hasHollow)
1850 startVert--;
1851
1852 for (int i = startVert; i < endVert; i++)
1853 {
1854 int iNext = i + 1;
1855 if (i == endVert - 1)
1856 iNext = startVert;
1857
1858 int whichVert = i - startVert;
1859
1860 newFace1.v1 = i;
1861 newFace1.v2 = i - numVerts;
1862 newFace1.v3 = iNext;
1863
1864 newFace1.n1 = newFace1.v1;
1865 newFace1.n2 = newFace1.v2;
1866 newFace1.n3 = newFace1.v3;
1867 this.faces.Add(newFace1);
1868
1869 newFace2.v1 = iNext;
1870 newFace2.v2 = i - numVerts;
1871 newFace2.v3 = iNext - numVerts;
1872
1873 newFace2.n1 = newFace2.v1;
1874 newFace2.n2 = newFace2.v2;
1875 newFace2.n3 = newFace2.v3;
1876 this.faces.Add(newFace2);
1877
1878 if (this.viewerMode)
1879 {
1880 // add the side faces to the list of viewerFaces here
1881
1882 int primFaceNum = profile.faceNumbers[whichVert];
1883 if (!needEndFaces)
1884 primFaceNum -= 1;
1885
1886 ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
1887 ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
1888
1889 int uIndex = whichVert;
1890 if (!hasHollow && sides > 4 && uIndex < newLayer.us.Count - 1)
1891 {
1892 uIndex++;
1893 }
1894
1895 float u1 = newLayer.us[uIndex];
1896 float u2 = 1.0f;
1897 if (uIndex < (int)newLayer.us.Count - 1)
1898 u2 = newLayer.us[uIndex + 1];
1899
1900 if (whichVert == cut1Vert || whichVert == cut2Vert)
1901 {
1902 u1 = 0.0f;
1903 u2 = 1.0f;
1904 }
1905 else if (sides < 5)
1906 {
1907 if (whichVert < profile.numOuterVerts)
1908 { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
1909 // to reflect the entire texture width
1910 u1 *= sides;
1911 u2 *= sides;
1912 u2 -= (int)u1;
1913 u1 -= (int)u1;
1914 if (u2 < 0.1f)
1915 u2 = 1.0f;
1916 }
1917 }
1918
1919 if (this.sphereMode)
1920 {
1921 if (whichVert != cut1Vert && whichVert != cut2Vert)
1922 {
1923 u1 = u1 * 2.0f - 1.0f;
1924 u2 = u2 * 2.0f - 1.0f;
1925
1926 if (whichVert >= newLayer.numOuterVerts)
1927 {
1928 u1 -= hollow;
1929 u2 -= hollow;
1930 }
1931
1932 }
1933 }
1934
1935 newViewerFace1.uv1.U = u1;
1936 newViewerFace1.uv2.U = u1;
1937 newViewerFace1.uv3.U = u2;
1938
1939 newViewerFace1.uv1.V = thisV;
1940 newViewerFace1.uv2.V = lastV;
1941 newViewerFace1.uv3.V = thisV;
1942
1943 newViewerFace2.uv1.U = u2;
1944 newViewerFace2.uv2.U = u1;
1945 newViewerFace2.uv3.U = u2;
1946
1947 newViewerFace2.uv1.V = thisV;
1948 newViewerFace2.uv2.V = lastV;
1949 newViewerFace2.uv3.V = lastV;
1950
1951 newViewerFace1.v1 = this.coords[newFace1.v1];
1952 newViewerFace1.v2 = this.coords[newFace1.v2];
1953 newViewerFace1.v3 = this.coords[newFace1.v3];
1954
1955 newViewerFace2.v1 = this.coords[newFace2.v1];
1956 newViewerFace2.v2 = this.coords[newFace2.v2];
1957 newViewerFace2.v3 = this.coords[newFace2.v3];
1958
1959 newViewerFace1.coordIndex1 = newFace1.v1;
1960 newViewerFace1.coordIndex2 = newFace1.v2;
1961 newViewerFace1.coordIndex3 = newFace1.v3;
1962
1963 newViewerFace2.coordIndex1 = newFace2.v1;
1964 newViewerFace2.coordIndex2 = newFace2.v2;
1965 newViewerFace2.coordIndex3 = newFace2.v3;
1966
1967 // profile cut faces
1968 if (whichVert == cut1Vert)
1969 {
1970 newViewerFace1.primFaceNumber = cut1FaceNumber;
1971 newViewerFace2.primFaceNumber = cut1FaceNumber;
1972 newViewerFace1.n1 = newLayer.cutNormal1;
1973 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
1974
1975 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
1976 newViewerFace2.n2 = lastCutNormal1;
1977 }
1978 else if (whichVert == cut2Vert)
1979 {
1980 newViewerFace1.primFaceNumber = cut2FaceNumber;
1981 newViewerFace2.primFaceNumber = cut2FaceNumber;
1982 newViewerFace1.n1 = newLayer.cutNormal2;
1983 newViewerFace1.n2 = lastCutNormal2;
1984 newViewerFace1.n3 = lastCutNormal2;
1985
1986 newViewerFace2.n1 = newLayer.cutNormal2;
1987 newViewerFace2.n3 = newLayer.cutNormal2;
1988 newViewerFace2.n2 = lastCutNormal2;
1989 }
1990
1991 else // outer and hollow faces
1992 {
1993 if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
1994 { // looks terrible when path is twisted... need vertex normals here
1995 newViewerFace1.CalcSurfaceNormal();
1996 newViewerFace2.CalcSurfaceNormal();
1997 }
1998 else
1999 {
2000 newViewerFace1.n1 = this.normals[newFace1.n1];
2001 newViewerFace1.n2 = this.normals[newFace1.n2];
2002 newViewerFace1.n3 = this.normals[newFace1.n3];
2003
2004 newViewerFace2.n1 = this.normals[newFace2.n1];
2005 newViewerFace2.n2 = this.normals[newFace2.n2];
2006 newViewerFace2.n3 = this.normals[newFace2.n3];
2007 }
2008 }
2009
2010 this.viewerFaces.Add(newViewerFace1);
2011 this.viewerFaces.Add(newViewerFace2);
2012
2013 }
2014 }
2015 }
2016
2017 lastCutNormal1 = newLayer.cutNormal1;
2018 lastCutNormal2 = newLayer.cutNormal2;
2019 lastV = thisV;
2020
2021 if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
2022 {
2023 // add the top faces to the viewerFaces list here
2024 Coord faceNormal = newLayer.faceNormal;
2025 ViewerFace newViewerFace = new ViewerFace(0);
2026 int numFaces = newLayer.faces.Count;
2027 List<Face> faces = newLayer.faces;
2028
2029 for (int i = 0; i < numFaces; i++)
2030 {
2031 Face face = faces[i];
2032 newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
2033 newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
2034 newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
2035
2036 newViewerFace.coordIndex1 = face.v1 - coordsLen;
2037 newViewerFace.coordIndex2 = face.v2 - coordsLen;
2038 newViewerFace.coordIndex3 = face.v3 - coordsLen;
2039
2040 newViewerFace.n1 = faceNormal;
2041 newViewerFace.n2 = faceNormal;
2042 newViewerFace.n3 = faceNormal;
2043
2044 newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
2045 newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
2046 newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
2047
2048 if (pathType == PathType.Linear)
2049 {
2050 newViewerFace.uv1.Flip();
2051 newViewerFace.uv2.Flip();
2052 newViewerFace.uv3.Flip();
2053 }
2054
2055 this.viewerFaces.Add(newViewerFace);
2056 }
2057 }
2058
2059
2060 } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
2061
2062 }
2063
2064
2065 /// <summary>
2066 /// DEPRICATED - use Extrude(PathType.Linear) instead
2067 /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
2068 /// </summary>
2069 ///
2070 public void ExtrudeLinear()
2071 {
2072 this.Extrude(PathType.Linear);
2073 }
2074
2075
2076 /// <summary>
2077 /// DEPRICATED - use Extrude(PathType.Circular) instead
2078 /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
2079 /// </summary>
2080 ///
2081 public void ExtrudeCircular()
2082 {
2083 this.Extrude(PathType.Circular);
2084 }
2085
2086
2087 private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
2088 {
2089 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
2090 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
2091
2092 Coord normal = Coord.Cross(edge1, edge2);
2093
2094 normal.Normalize();
2095
2096 return normal;
2097 }
2098
2099 private Coord SurfaceNormal(Face face)
2100 {
2101 return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
2102 }
2103
2104 /// <summary>
2105 /// Calculate the surface normal for a face in the list of faces
2106 /// </summary>
2107 /// <param name="faceIndex"></param>
2108 /// <returns></returns>
2109 public Coord SurfaceNormal(int faceIndex)
2110 {
2111 int numFaces = this.faces.Count;
2112 if (faceIndex < 0 || faceIndex >= numFaces)
2113 throw new Exception("faceIndex out of range");
2114
2115 return SurfaceNormal(this.faces[faceIndex]);
2116 }
2117
2118 /// <summary>
2119 /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
2120 /// </summary>
2121 /// <returns></returns>
2122 public PrimMesh Copy()
2123 {
2124 PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
2125 copy.twistBegin = this.twistBegin;
2126 copy.twistEnd = this.twistEnd;
2127 copy.topShearX = this.topShearX;
2128 copy.topShearY = this.topShearY;
2129 copy.pathCutBegin = this.pathCutBegin;
2130 copy.pathCutEnd = this.pathCutEnd;
2131 copy.dimpleBegin = this.dimpleBegin;
2132 copy.dimpleEnd = this.dimpleEnd;
2133 copy.skew = this.skew;
2134 copy.holeSizeX = this.holeSizeX;
2135 copy.holeSizeY = this.holeSizeY;
2136 copy.taperX = this.taperX;
2137 copy.taperY = this.taperY;
2138 copy.radius = this.radius;
2139 copy.revolutions = this.revolutions;
2140 copy.stepsPerRevolution = this.stepsPerRevolution;
2141 copy.calcVertexNormals = this.calcVertexNormals;
2142 copy.normalsProcessed = this.normalsProcessed;
2143 copy.viewerMode = this.viewerMode;
2144 copy.numPrimFaces = this.numPrimFaces;
2145 copy.errorMessage = this.errorMessage;
2146
2147 copy.coords = new List<Coord>(this.coords);
2148 copy.faces = new List<Face>(this.faces);
2149 copy.viewerFaces = new List<ViewerFace>(this.viewerFaces);
2150 copy.normals = new List<Coord>(this.normals);
2151
2152 return copy;
2153 }
2154
2155 /// <summary>
2156 /// Calculate surface normals for all of the faces in the list of faces in this mesh
2157 /// </summary>
2158 public void CalcNormals()
2159 {
2160 if (normalsProcessed)
2161 return;
2162
2163 normalsProcessed = true;
2164
2165 int numFaces = faces.Count;
2166
2167 if (!this.calcVertexNormals)
2168 this.normals = new List<Coord>();
2169
2170 for (int i = 0; i < numFaces; i++)
2171 {
2172 Face face = faces[i];
2173
2174 this.normals.Add(SurfaceNormal(i).Normalize());
2175
2176 int normIndex = normals.Count - 1;
2177 face.n1 = normIndex;
2178 face.n2 = normIndex;
2179 face.n3 = normIndex;
2180
2181 this.faces[i] = face;
2182 }
2183 }
2184
2185 /// <summary>
2186 /// Adds a value to each XYZ vertex coordinate in the mesh
2187 /// </summary>
2188 /// <param name="x"></param>
2189 /// <param name="y"></param>
2190 /// <param name="z"></param>
2191 public void AddPos(float x, float y, float z)
2192 {
2193 int i;
2194 int numVerts = this.coords.Count;
2195 Coord vert;
2196
2197 for (i = 0; i < numVerts; i++)
2198 {
2199 vert = this.coords[i];
2200 vert.X += x;
2201 vert.Y += y;
2202 vert.Z += z;
2203 this.coords[i] = vert;
2204 }
2205
2206 if (this.viewerFaces != null)
2207 {
2208 int numViewerFaces = this.viewerFaces.Count;
2209
2210 for (i = 0; i < numViewerFaces; i++)
2211 {
2212 ViewerFace v = this.viewerFaces[i];
2213 v.AddPos(x, y, z);
2214 this.viewerFaces[i] = v;
2215 }
2216 }
2217 }
2218
2219 /// <summary>
2220 /// Rotates the mesh
2221 /// </summary>
2222 /// <param name="q"></param>
2223 public void AddRot(Quat q)
2224 {
2225 int i;
2226 int numVerts = this.coords.Count;
2227
2228 for (i = 0; i < numVerts; i++)
2229 this.coords[i] *= q;
2230
2231 if (this.normals != null)
2232 {
2233 int numNormals = this.normals.Count;
2234 for (i = 0; i < numNormals; i++)
2235 this.normals[i] *= q;
2236 }
2237
2238 if (this.viewerFaces != null)
2239 {
2240 int numViewerFaces = this.viewerFaces.Count;
2241
2242 for (i = 0; i < numViewerFaces; i++)
2243 {
2244 ViewerFace v = this.viewerFaces[i];
2245 v.v1 *= q;
2246 v.v2 *= q;
2247 v.v3 *= q;
2248
2249 v.n1 *= q;
2250 v.n2 *= q;
2251 v.n3 *= q;
2252 this.viewerFaces[i] = v;
2253 }
2254 }
2255 }
2256
2257#if VERTEX_INDEXER
2258 public VertexIndexer GetVertexIndexer()
2259 {
2260 if (this.viewerMode && this.viewerFaces.Count > 0)
2261 return new VertexIndexer(this);
2262 return null;
2263 }
2264#endif
2265
2266 /// <summary>
2267 /// Scales the mesh
2268 /// </summary>
2269 /// <param name="x"></param>
2270 /// <param name="y"></param>
2271 /// <param name="z"></param>
2272 public void Scale(float x, float y, float z)
2273 {
2274 int i;
2275 int numVerts = this.coords.Count;
2276 //Coord vert;
2277
2278 Coord m = new Coord(x, y, z);
2279 for (i = 0; i < numVerts; i++)
2280 this.coords[i] *= m;
2281
2282 if (this.viewerFaces != null)
2283 {
2284 int numViewerFaces = this.viewerFaces.Count;
2285 for (i = 0; i < numViewerFaces; i++)
2286 {
2287 ViewerFace v = this.viewerFaces[i];
2288 v.v1 *= m;
2289 v.v2 *= m;
2290 v.v3 *= m;
2291 this.viewerFaces[i] = v;
2292 }
2293
2294 }
2295
2296 }
2297
2298 /// <summary>
2299 /// Dumps the mesh to a Blender compatible "Raw" format file
2300 /// </summary>
2301 /// <param name="path"></param>
2302 /// <param name="name"></param>
2303 /// <param name="title"></param>
2304 public void DumpRaw(String path, String name, String title)
2305 {
2306 if (path == null)
2307 return;
2308 String fileName = name + "_" + title + ".raw";
2309 String completePath = System.IO.Path.Combine(path, fileName);
2310 StreamWriter sw = new StreamWriter(completePath);
2311
2312 for (int i = 0; i < this.faces.Count; i++)
2313 {
2314 string s = this.coords[this.faces[i].v1].ToString();
2315 s += " " + this.coords[this.faces[i].v2].ToString();
2316 s += " " + this.coords[this.faces[i].v3].ToString();
2317
2318 sw.WriteLine(s);
2319 }
2320
2321 sw.Close();
2322 }
2323 }
2324}
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
new file mode 100644
index 0000000..1c75db6
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
@@ -0,0 +1,244 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Text;
31
32using System.Drawing;
33using System.Drawing.Imaging;
34
35namespace PrimMesher
36{
37 public class SculptMap
38 {
39 public int width;
40 public int height;
41 public byte[] redBytes;
42 public byte[] greenBytes;
43 public byte[] blueBytes;
44
45 public SculptMap()
46 {
47 }
48
49 public SculptMap(Bitmap bm, int lod)
50 {
51 int bmW = bm.Width;
52 int bmH = bm.Height;
53
54 if (bmW == 0 || bmH == 0)
55 throw new Exception("SculptMap: bitmap has no data");
56
57 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
58
59 bool needsScaling = false;
60 bool smallMap = false;
61
62 width = bmW;
63 height = bmH;
64
65 while (width * height > numLodPixels * 4)
66 {
67 width >>= 1;
68 height >>= 1;
69 needsScaling = true;
70 }
71
72 try
73 {
74 if (needsScaling)
75 bm = ScaleImage(bm, width, height);
76 }
77
78 catch (Exception e)
79 {
80 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
81 }
82
83 if (width * height > numLodPixels)
84 {
85 smallMap = false;
86 width >>= 1;
87 height >>= 1;
88 }
89 else
90 smallMap = true;
91
92 int numBytes = (width + 1) * (height + 1);
93 redBytes = new byte[numBytes];
94 greenBytes = new byte[numBytes];
95 blueBytes = new byte[numBytes];
96
97 int byteNdx = 0;
98 Color c;
99
100 try
101 {
102 for (int y = 0; y <= height; y++)
103 {
104 for (int x = 0; x < width; x++)
105 {
106 if (smallMap)
107 c = bm.GetPixel(x, y < height ? y : y - 1);
108 else
109 c = bm.GetPixel(x * 2, y < height ? y * 2 : y * 2 - 1);
110
111 redBytes[byteNdx] = c.R;
112 greenBytes[byteNdx] = c.G;
113 blueBytes[byteNdx] = c.B;
114
115 ++byteNdx;
116 }
117
118 if (smallMap)
119 c = bm.GetPixel(width - 1, y < height ? y : y - 1);
120 else
121 c = bm.GetPixel(width * 2 - 1, y < height ? y * 2 : y * 2 - 1);
122
123 redBytes[byteNdx] = c.R;
124 greenBytes[byteNdx] = c.G;
125 blueBytes[byteNdx] = c.B;
126
127 ++byteNdx;
128 }
129 }
130 catch (Exception e)
131 {
132 throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString());
133 }
134
135 width++;
136 height++;
137 }
138
139 public List<List<Coord>> ToRows(bool mirror)
140 {
141 int numRows = height;
142 int numCols = width;
143
144 List<List<Coord>> rows = new List<List<Coord>>(numRows);
145
146 float pixScale = 1.0f / 255;
147
148 int rowNdx, colNdx;
149 int smNdx = 0;
150
151 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
152 {
153 List<Coord> row = new List<Coord>(numCols);
154 for (colNdx = 0; colNdx < numCols; colNdx++)
155 {
156
157 if (mirror)
158 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
159 else
160 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
161
162 ++smNdx;
163 }
164 rows.Add(row);
165 }
166 return rows;
167 }
168
169 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
170 {
171
172 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
173
174 Color c;
175
176
177 // will let last step to be eventually diferent, as seems to be in sl
178
179 float xscale = (float)srcImage.Width / (float)destWidth;
180 float yscale = (float)srcImage.Height / (float)destHeight;
181
182 int lastsx = srcImage.Width - 1;
183 int lastsy = srcImage.Height - 1;
184 int lastdx = destWidth - 1;
185 int lastdy = destHeight - 1;
186
187 float sy = 0.5f;
188 float sx;
189
190 for (int y = 0; y < lastdy; y++)
191 {
192 sx = 0.5f;
193 for (int x = 0; x < lastdx; x++)
194 {
195 try
196 {
197 c = srcImage.GetPixel((int)(sx), (int)(sy));
198 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
199 }
200 catch (IndexOutOfRangeException)
201 {
202 }
203 sx += xscale;
204 }
205 try
206 {
207 c = srcImage.GetPixel(lastsx, (int)(sy));
208 scaledImage.SetPixel(lastdx, y, Color.FromArgb(c.R, c.G, c.B));
209 }
210 catch (IndexOutOfRangeException)
211 {
212 }
213
214 sy += yscale;
215 }
216
217 sx = 0.5f;
218 for (int x = 0; x < lastdx; x++)
219 {
220 try
221 {
222 c = srcImage.GetPixel((int)(sx), lastsy);
223 scaledImage.SetPixel(x, lastdy, Color.FromArgb(c.R, c.G, c.B));
224 }
225 catch (IndexOutOfRangeException)
226 {
227 }
228
229 sx += xscale;
230 }
231 try
232 {
233 c = srcImage.GetPixel(lastsx, lastsy);
234 scaledImage.SetPixel(lastdx, lastdy, Color.FromArgb(c.R, c.G, c.B));
235 }
236 catch (IndexOutOfRangeException)
237 {
238 }
239
240 srcImage.Dispose();
241 return scaledImage;
242 }
243 }
244} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
new file mode 100644
index 0000000..bc1375b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
@@ -0,0 +1,220 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Text;
31using System.IO;
32
33using System.Drawing;
34using System.Drawing.Imaging;
35
36namespace PrimMesher
37{
38
39 public class SculptMesh
40 {
41 public List<Coord> coords;
42 public List<Face> faces;
43
44 public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
45
46
47 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool mirror, bool invert)
48 {
49 if (mirror)
50 invert = !invert;
51
52 SculptMap smap = new SculptMap(sculptBitmap, lod);
53
54 List<List<Coord>> rows = smap.ToRows(mirror);
55
56 _SculptMesh(rows, sculptType, invert);
57 }
58
59 private void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool invert)
60 {
61 coords = new List<Coord>();
62 faces = new List<Face>();
63
64 sculptType = (SculptType)(((int)sculptType) & 0x07);
65
66 int width = rows[0].Count;
67
68 int p1, p2, p3, p4;
69
70 int imageX, imageY;
71
72 if (sculptType != SculptType.plane)
73 {
74 if (rows.Count % 2 == 0)
75 {
76 for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
77 rows[rowNdx].Add(rows[rowNdx][0]);
78 }
79 else
80 {
81 int lastIndex = rows[0].Count - 1;
82
83 for (int i = 0; i < rows.Count; i++)
84 rows[i][0] = rows[i][lastIndex];
85 }
86 }
87
88 Coord topPole = rows[0][width / 2];
89 Coord bottomPole = rows[rows.Count - 1][width / 2];
90
91 if (sculptType == SculptType.sphere)
92 {
93 if (rows.Count % 2 == 0)
94 {
95 int count = rows[0].Count;
96 List<Coord> topPoleRow = new List<Coord>(count);
97 List<Coord> bottomPoleRow = new List<Coord>(count);
98
99 for (int i = 0; i < count; i++)
100 {
101 topPoleRow.Add(topPole);
102 bottomPoleRow.Add(bottomPole);
103 }
104 rows.Insert(0, topPoleRow);
105 rows.Add(bottomPoleRow);
106 }
107 else
108 {
109 int count = rows[0].Count;
110
111 List<Coord> topPoleRow = rows[0];
112 List<Coord> bottomPoleRow = rows[rows.Count - 1];
113
114 for (int i = 0; i < count; i++)
115 {
116 topPoleRow[i] = topPole;
117 bottomPoleRow[i] = bottomPole;
118 }
119 }
120 }
121
122 if (sculptType == SculptType.torus)
123 rows.Add(rows[0]);
124
125 int coordsDown = rows.Count;
126 int coordsAcross = rows[0].Count;
127
128 float widthUnit = 1.0f / (coordsAcross - 1);
129 float heightUnit = 1.0f / (coordsDown - 1);
130
131 for (imageY = 0; imageY < coordsDown; imageY++)
132 {
133 int rowOffset = imageY * coordsAcross;
134
135 for (imageX = 0; imageX < coordsAcross; imageX++)
136 {
137 /*
138 * p1-----p2
139 * | \ f2 |
140 * | \ |
141 * | f1 \|
142 * p3-----p4
143 */
144
145 p4 = rowOffset + imageX;
146 p3 = p4 - 1;
147
148 p2 = p4 - coordsAcross;
149 p1 = p3 - coordsAcross;
150
151 this.coords.Add(rows[imageY][imageX]);
152
153 if (imageY > 0 && imageX > 0)
154 {
155 Face f1, f2;
156
157 if (invert)
158 {
159 f1 = new Face(p1, p4, p3);
160 f2 = new Face(p1, p2, p4);
161 }
162 else
163 {
164 f1 = new Face(p1, p3, p4);
165 f2 = new Face(p1, p4, p2);
166 }
167
168 this.faces.Add(f1);
169 this.faces.Add(f2);
170 }
171 }
172 }
173 }
174
175 /// <summary>
176 /// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
177 /// </summary>
178 /// <returns></returns>
179 public SculptMesh Copy()
180 {
181 return new SculptMesh(this);
182 }
183
184 public SculptMesh(SculptMesh sm)
185 {
186 coords = new List<Coord>(sm.coords);
187 faces = new List<Face>(sm.faces);
188 }
189
190 public void Scale(float x, float y, float z)
191 {
192 int i;
193 int numVerts = this.coords.Count;
194
195 Coord m = new Coord(x, y, z);
196 for (i = 0; i < numVerts; i++)
197 this.coords[i] *= m;
198 }
199
200 public void DumpRaw(String path, String name, String title)
201 {
202 if (path == null)
203 return;
204 String fileName = name + "_" + title + ".raw";
205 String completePath = System.IO.Path.Combine(path, fileName);
206 StreamWriter sw = new StreamWriter(completePath);
207
208 for (int i = 0; i < this.faces.Count; i++)
209 {
210 string s = this.coords[this.faces[i].v1].ToString();
211 s += " " + this.coords[this.faces[i].v2].ToString();
212 s += " " + this.coords[this.faces[i].v3].ToString();
213
214 sw.WriteLine(s);
215 }
216
217 sw.Close();
218 }
219 }
220}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d46341b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("Ubit Variation")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..f7e4c1c
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1950 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28
29// Revision by Ubit 2011/12
30
31using System;
32using System.Collections.Generic;
33using System.Reflection;
34using OpenMetaverse;
35using OdeAPI;
36using OpenSim.Framework;
37using OpenSim.Region.Physics.Manager;
38using log4net;
39
40namespace OpenSim.Region.Physics.OdePlugin
41{
42 /// <summary>
43 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
44 /// </summary>
45
46 public enum dParam : int
47 {
48 LowStop = 0,
49 HiStop = 1,
50 Vel = 2,
51 FMax = 3,
52 FudgeFactor = 4,
53 Bounce = 5,
54 CFM = 6,
55 StopERP = 7,
56 StopCFM = 8,
57 LoStop2 = 256,
58 HiStop2 = 257,
59 Vel2 = 258,
60 FMax2 = 259,
61 StopERP2 = 7 + 256,
62 StopCFM2 = 8 + 256,
63 LoStop3 = 512,
64 HiStop3 = 513,
65 Vel3 = 514,
66 FMax3 = 515,
67 StopERP3 = 7 + 512,
68 StopCFM3 = 8 + 512
69 }
70
71 public class OdeCharacter : PhysicsActor
72 {
73 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
74
75 private Vector3 _position;
76 private Vector3 _zeroPosition;
77 private Vector3 _velocity;
78 private Vector3 _target_velocity;
79 private Vector3 _acceleration;
80 private Vector3 m_rotationalVelocity;
81 private Vector3 m_size;
82 private Quaternion m_orientation;
83 private Quaternion m_orientation2D;
84 private float m_mass = 80f;
85 public float m_density = 60f;
86 private bool m_pidControllerActive = true;
87
88 const float basePID_D = 0.55f; // scaled for unit mass unit time (2200 /(50*80))
89 const float basePID_P = 0.225f; // scaled for unit mass unit time (900 /(50*80))
90 public float PID_D;
91 public float PID_P;
92
93 private float timeStep;
94 private float invtimeStep;
95
96 private float m_feetOffset = 0;
97 private float feetOff = 0;
98 private float feetSZ = 0.5f;
99 const float feetScale = 0.8f;
100 private float boneOff = 0;
101 private float m_lastVelocitySqr = 0;
102
103 public float walkDivisor = 1.3f;
104 public float runDivisor = 0.8f;
105 private bool flying = false;
106 private bool m_iscolliding = false;
107 private bool m_iscollidingGround = false;
108 private bool m_iscollidingObj = false;
109 private bool m_alwaysRun = false;
110
111 private bool _zeroFlag = false;
112
113 private int m_requestedUpdateFrequency = 0;
114 private uint m_localID = 0;
115 public bool m_returnCollisions = false;
116 // taints and their non-tainted counterparts
117 public bool m_isPhysical = false; // the current physical status
118 public float MinimumGroundFlightOffset = 3f;
119
120 private float m_buoyancy = 0f;
121
122 private bool m_freemove = false;
123 // private CollisionLocker ode;
124
125// private string m_name = String.Empty;
126 // other filter control
127 int m_colliderfilter = 0;
128 int m_colliderGroundfilter = 0;
129 int m_colliderObjectfilter = 0;
130 bool m_collisionException = false;
131
132 // Default we're a Character
133 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
134
135 // Default, Collide with Other Geometries, spaces, bodies and characters.
136 private CollisionCategories m_collisionFlags = (CollisionCategories.Character
137 | CollisionCategories.Geom
138 | CollisionCategories.VolumeDtc
139 );
140 // we do land collisions not ode | CollisionCategories.Land);
141 public IntPtr Body = IntPtr.Zero;
142 private OdeScene _parent_scene;
143 private IntPtr topbox = IntPtr.Zero;
144 private IntPtr midbox = IntPtr.Zero;
145 private IntPtr feetbox = IntPtr.Zero;
146 private IntPtr bbox = IntPtr.Zero;
147 public IntPtr collider = IntPtr.Zero;
148
149 public IntPtr Amotor = IntPtr.Zero;
150
151 public d.Mass ShellMass;
152
153
154
155
156 public int m_eventsubscription = 0;
157 private int m_cureventsubscription = 0;
158 private CollisionEventUpdate CollisionEventsThisFrame = null;
159 private bool SentEmptyCollisionsEvent;
160
161 // unique UUID of this character object
162 public UUID m_uuid;
163 public bool bad = false;
164
165 float mu;
166
167
168
169 public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor)
170 {
171 m_uuid = UUID.Random();
172 m_localID = localID;
173
174 timeStep = parent_scene.ODE_STEPSIZE;
175 invtimeStep = 1 / timeStep;
176
177 if (pos.IsFinite())
178 {
179 if (pos.Z > 99999f)
180 {
181 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
182 }
183 if (pos.Z < -100f) // shouldn't this be 0 ?
184 {
185 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
186 }
187 _position = pos;
188 }
189 else
190 {
191 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
192 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
193 }
194
195 _parent_scene = parent_scene;
196
197
198 m_size.X = pSize.X;
199 m_size.Y = pSize.Y;
200 m_size.Z = pSize.Z;
201
202 if(m_size.X <0.01f)
203 m_size.X = 0.01f;
204 if(m_size.Y <0.01f)
205 m_size.Y = 0.01f;
206 if(m_size.Z <0.01f)
207 m_size.Z = 0.01f;
208
209 m_feetOffset = pfeetOffset;
210 m_orientation = Quaternion.Identity;
211 m_orientation2D = Quaternion.Identity;
212 m_density = density;
213
214 // force lower density for testing
215 m_density = 3.0f;
216
217 m_density *= 1.4f; // scale to have mass similar to capsule
218
219 mu = parent_scene.AvatarFriction;
220
221 walkDivisor = walk_divisor;
222 runDivisor = rundivisor;
223
224 m_mass = m_density * m_size.X * m_size.Y * m_size.Z; ; // sure we have a default
225
226 PID_D = basePID_D * m_mass * invtimeStep;
227 PID_P = basePID_P * m_mass * invtimeStep;
228
229 m_isPhysical = false; // current status: no ODE information exists
230
231 Name = avName;
232
233 AddChange(changes.Add, null);
234 }
235
236 public override int PhysicsActorType
237 {
238 get { return (int)ActorTypes.Agent; }
239 set { return; }
240 }
241
242 public override void getContactData(ref ContactData cdata)
243 {
244 cdata.mu = mu;
245 cdata.bounce = 0;
246 cdata.softcolide = false;
247 }
248
249 public override bool Building { get; set; }
250
251 /// <summary>
252 /// If this is set, the avatar will move faster
253 /// </summary>
254 public override bool SetAlwaysRun
255 {
256 get { return m_alwaysRun; }
257 set { m_alwaysRun = value; }
258 }
259
260 public override uint LocalID
261 {
262 get { return m_localID; }
263 set { m_localID = value; }
264 }
265
266 public override PhysicsActor ParentActor
267 {
268 get { return (PhysicsActor)this; }
269 }
270
271 public override bool Grabbed
272 {
273 set { return; }
274 }
275
276 public override bool Selected
277 {
278 set { return; }
279 }
280
281 public override float Buoyancy
282 {
283 get { return m_buoyancy; }
284 set { m_buoyancy = value; }
285 }
286
287 public override bool FloatOnWater
288 {
289 set { return; }
290 }
291
292 public override bool IsPhysical
293 {
294 get { return m_isPhysical; }
295 set { return; }
296 }
297
298 public override bool ThrottleUpdates
299 {
300 get { return false; }
301 set { return; }
302 }
303
304 public override bool Flying
305 {
306 get { return flying; }
307 set
308 {
309 flying = value;
310// m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
311 }
312 }
313
314 /// <summary>
315 /// Returns if the avatar is colliding in general.
316 /// This includes the ground and objects and avatar.
317 /// </summary>
318 public override bool IsColliding
319 {
320 get { return (m_iscolliding || m_iscollidingGround); }
321 set
322 {
323 if (value)
324 {
325 m_colliderfilter += 2;
326 if (m_colliderfilter > 2)
327 m_colliderfilter = 2;
328 }
329 else
330 {
331 m_colliderfilter--;
332 if (m_colliderfilter < 0)
333 m_colliderfilter = 0;
334 }
335
336 if (m_colliderfilter == 0)
337 m_iscolliding = false;
338 else
339 {
340 m_pidControllerActive = true;
341 m_iscolliding = true;
342 }
343 }
344 }
345
346 /// <summary>
347 /// Returns if an avatar is colliding with the ground
348 /// </summary>
349 public override bool CollidingGround
350 {
351 get { return m_iscollidingGround; }
352 set
353 {
354/* we now control this
355 if (value)
356 {
357 m_colliderGroundfilter += 2;
358 if (m_colliderGroundfilter > 2)
359 m_colliderGroundfilter = 2;
360 }
361 else
362 {
363 m_colliderGroundfilter--;
364 if (m_colliderGroundfilter < 0)
365 m_colliderGroundfilter = 0;
366 }
367
368 if (m_colliderGroundfilter == 0)
369 m_iscollidingGround = false;
370 else
371 m_iscollidingGround = true;
372 */
373 }
374
375 }
376
377 /// <summary>
378 /// Returns if the avatar is colliding with an object
379 /// </summary>
380 public override bool CollidingObj
381 {
382 get { return m_iscollidingObj; }
383 set
384 {
385 // Ubit filter this also
386 if (value)
387 {
388 m_colliderObjectfilter += 2;
389 if (m_colliderObjectfilter > 2)
390 m_colliderObjectfilter = 2;
391 }
392 else
393 {
394 m_colliderObjectfilter--;
395 if (m_colliderObjectfilter < 0)
396 m_colliderObjectfilter = 0;
397 }
398
399 if (m_colliderObjectfilter == 0)
400 m_iscollidingObj = false;
401 else
402 m_iscollidingObj = true;
403
404// m_iscollidingObj = value;
405
406 if (m_iscollidingObj)
407 m_pidControllerActive = false;
408 else
409 m_pidControllerActive = true;
410 }
411 }
412
413 /// <summary>
414 /// turn the PID controller on or off.
415 /// The PID Controller will turn on all by itself in many situations
416 /// </summary>
417 /// <param name="status"></param>
418 public void SetPidStatus(bool status)
419 {
420 m_pidControllerActive = status;
421 }
422
423 public override bool Stopped
424 {
425 get { return _zeroFlag; }
426 }
427
428 /// <summary>
429 /// This 'puts' an avatar somewhere in the physics space.
430 /// Not really a good choice unless you 'know' it's a good
431 /// spot otherwise you're likely to orbit the avatar.
432 /// </summary>
433 public override Vector3 Position
434 {
435 get { return _position; }
436 set
437 {
438 if (value.IsFinite())
439 {
440 if (value.Z > 9999999f)
441 {
442 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
443 }
444 if (value.Z < -100f)
445 {
446 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
447 }
448 AddChange(changes.Position, value);
449 }
450 else
451 {
452 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
453 }
454 }
455 }
456
457 public override Vector3 RotationalVelocity
458 {
459 get { return m_rotationalVelocity; }
460 set { m_rotationalVelocity = value; }
461 }
462
463 /// <summary>
464 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
465 /// and use it to offset landings properly
466 /// </summary>
467 public override Vector3 Size
468 {
469 get
470 {
471 return m_size;
472 }
473 set
474 {
475 if (value.IsFinite())
476 {
477 if(value.X <0.01f)
478 value.X = 0.01f;
479 if(value.Y <0.01f)
480 value.Y = 0.01f;
481 if(value.Z <0.01f)
482 value.Z = 0.01f;
483
484 AddChange(changes.Size, value);
485 }
486 else
487 {
488 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
489 }
490 }
491 }
492
493 public override void setAvatarSize(Vector3 size, float feetOffset)
494 {
495 if (size.IsFinite())
496 {
497 if (size.X < 0.01f)
498 size.X = 0.01f;
499 if (size.Y < 0.01f)
500 size.Y = 0.01f;
501 if (size.Z < 0.01f)
502 size.Z = 0.01f;
503
504 strAvatarSize st = new strAvatarSize();
505 st.size = size;
506 st.offset = feetOffset;
507 AddChange(changes.AvatarSize, st);
508 }
509 else
510 {
511 m_log.Warn("[PHYSICS]: Got a NaN AvatarSize from Scene on a Character");
512 }
513
514 }
515 /// <summary>
516 /// This creates the Avatar's physical Surrogate at the position supplied
517 /// </summary>
518 /// <param name="npositionX"></param>
519 /// <param name="npositionY"></param>
520 /// <param name="npositionZ"></param>
521
522 //
523 /// <summary>
524 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
525 /// This may be used in calculations in the scene/scenepresence
526 /// </summary>
527 public override float Mass
528 {
529 get
530 {
531 return m_mass;
532 }
533 }
534 public override void link(PhysicsActor obj)
535 {
536
537 }
538
539 public override void delink()
540 {
541
542 }
543
544 public override void LockAngularMotion(Vector3 axis)
545 {
546
547 }
548
549
550 public override Vector3 Force
551 {
552 get { return _target_velocity; }
553 set { return; }
554 }
555
556 public override int VehicleType
557 {
558 get { return 0; }
559 set { return; }
560 }
561
562 public override void VehicleFloatParam(int param, float value)
563 {
564
565 }
566
567 public override void VehicleVectorParam(int param, Vector3 value)
568 {
569
570 }
571
572 public override void VehicleRotationParam(int param, Quaternion rotation)
573 {
574
575 }
576
577 public override void VehicleFlags(int param, bool remove)
578 {
579
580 }
581
582 public override void SetVolumeDetect(int param)
583 {
584
585 }
586
587 public override Vector3 CenterOfMass
588 {
589 get
590 {
591 Vector3 pos = _position;
592 return pos;
593 }
594 }
595
596 public override Vector3 GeometricCenter
597 {
598 get
599 {
600 Vector3 pos = _position;
601 return pos;
602 }
603 }
604
605 public override PrimitiveBaseShape Shape
606 {
607 set { return; }
608 }
609
610 public override Vector3 Velocity
611 {
612 get
613 {
614 return _velocity;
615 }
616 set
617 {
618 if (value.IsFinite())
619 {
620 AddChange(changes.Velocity, value);
621 }
622 else
623 {
624 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
625 }
626 }
627 }
628
629 public override Vector3 Torque
630 {
631 get { return Vector3.Zero; }
632 set { return; }
633 }
634
635 public override float CollisionScore
636 {
637 get { return 0f; }
638 set { }
639 }
640
641 public override bool Kinematic
642 {
643 get { return false; }
644 set { }
645 }
646
647 public override Quaternion Orientation
648 {
649 get { return m_orientation; }
650 set
651 {
652// fakeori = value;
653// givefakeori++;
654 value.Normalize();
655 AddChange(changes.Orientation, value);
656 }
657 }
658
659 public override Vector3 Acceleration
660 {
661 get { return _acceleration; }
662 set { }
663 }
664
665 public void SetAcceleration(Vector3 accel)
666 {
667 m_pidControllerActive = true;
668 _acceleration = accel;
669 }
670
671 /// <summary>
672 /// Adds the force supplied to the Target Velocity
673 /// The PID controller takes this target velocity and tries to make it a reality
674 /// </summary>
675 /// <param name="force"></param>
676 public override void AddForce(Vector3 force, bool pushforce)
677 {
678 if (force.IsFinite())
679 {
680 if (pushforce)
681 {
682 AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f));
683 }
684 else
685 {
686 AddChange(changes.Velocity, force);
687 }
688 }
689 else
690 {
691 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
692 }
693 //m_lastUpdateSent = false;
694 }
695
696 public override void AddAngularForce(Vector3 force, bool pushforce)
697 {
698
699 }
700
701 public override void SetMomentum(Vector3 momentum)
702 {
703 if (momentum.IsFinite())
704 AddChange(changes.Momentum, momentum);
705 }
706
707 private void ajustCollider()
708 {
709 float vq = _velocity.LengthSquared();
710 if (m_lastVelocitySqr != vq)
711 {
712 m_lastVelocitySqr = vq;
713 if (vq > 100.0f)
714 {
715 Vector3 off = _velocity;
716 float t = 0.5f * timeStep;
717 off = off * t;
718 d.Quaternion qtmp;
719 d.GeomCopyQuaternion(bbox, out qtmp);
720 Quaternion q;
721 q.X = qtmp.X;
722 q.Y = qtmp.Y;
723 q.Z = qtmp.Z;
724 q.W = qtmp.W;
725 off *= Quaternion.Conjugate(q);
726
727 d.GeomSetOffsetPosition(bbox, off.X, off.Y, off.Z);
728
729 off.X = 2.0f * (m_size.X + Math.Abs(off.X));
730 off.Y = 2.0f * (m_size.Y + Math.Abs(off.Y));
731 off.Z = m_size.Z + 2.0f * Math.Abs(off.Z);
732 d.GeomBoxSetLengths(bbox, off.X, off.Y, off.Z);
733
734 d.GeomSetCategoryBits(bbox, (uint)m_collisionCategories);
735 d.GeomSetCollideBits(bbox, (uint)m_collisionFlags);
736 d.GeomSetCategoryBits(topbox, 0);
737 d.GeomSetCollideBits(topbox, 0);
738 d.GeomSetCategoryBits(midbox, 0);
739 d.GeomSetCollideBits(midbox, 0);
740 d.GeomSetCategoryBits(feetbox, 0);
741 d.GeomSetCollideBits(feetbox, 0);
742 }
743 else
744 {
745 d.GeomSetCategoryBits(bbox, 0);
746 d.GeomSetCollideBits(bbox, 0);
747 d.GeomSetCategoryBits(topbox, (uint)m_collisionCategories);
748 d.GeomSetCollideBits(topbox, (uint)m_collisionFlags);
749 d.GeomSetCategoryBits(midbox, (uint)m_collisionCategories);
750 d.GeomSetCollideBits(midbox, (uint)m_collisionFlags);
751 d.GeomSetCategoryBits(feetbox, (uint)m_collisionCategories);
752 d.GeomSetCollideBits(feetbox, (uint)m_collisionFlags);
753 }
754 uint cat1 = d.GeomGetCategoryBits(bbox);
755 uint col1 = d.GeomGetCollideBits(bbox);
756
757 }
758 }
759
760 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
761 {
762 // sizes one day should came from visual parameters
763 float sx = m_size.X;
764 float sy = m_size.Y;
765 float sz = m_size.Z;
766
767 float topsx = sx * 0.9f;
768 float midsx = sx;
769 float feetsx = sx * feetScale;
770 float bonesx = sx * 0.2f;
771
772 float topsy = sy * 0.4f;
773 float midsy = sy;
774 float feetsy = sy * feetScale * 0.8f;
775 float bonesy = feetsy * 0.2f;
776
777 float topsz = sz * 0.15f;
778 float feetsz = sz * 0.45f;
779 if (feetsz > 0.6f)
780 feetsz = 0.6f;
781
782 float midsz = sz - topsz - feetsz;
783 float bonesz = sz;
784
785 float bot = -sz * 0.5f + m_feetOffset;
786
787 boneOff = bot + 0.3f;
788
789 float feetz = bot + feetsz * 0.5f;
790 bot += feetsz;
791
792 feetOff = bot;
793 feetSZ = feetsz;
794
795 float midz = bot + midsz * 0.5f;
796 bot += midsz;
797 float topz = bot + topsz * 0.5f;
798
799 _parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
800
801 collider = d.HashSpaceCreate(_parent_scene.CharsSpace);
802 d.HashSpaceSetLevels(collider, -4, 3);
803 d.SpaceSetSublevel(collider, 3);
804 d.SpaceSetCleanup(collider, false);
805 d.GeomSetCategoryBits(collider, (uint)m_collisionCategories);
806 d.GeomSetCollideBits(collider, (uint)m_collisionFlags);
807
808 feetbox = d.CreateBox(collider, feetsx, feetsy, feetsz);
809 midbox = d.CreateBox(collider, midsx, midsy, midsz);
810 topbox = d.CreateBox(collider, topsx, topsy, topsz);
811 bbox = d.CreateBox(collider, m_size.X, m_size.Y, m_size.Z);
812
813 m_mass = m_density * m_size.X * m_size.Y * m_size.Z; // update mass
814
815 d.MassSetBoxTotal(out ShellMass, m_mass, m_size.X, m_size.Y, m_size.Z);
816
817 PID_D = basePID_D * m_mass / _parent_scene.ODE_STEPSIZE;
818 PID_P = basePID_P * m_mass / _parent_scene.ODE_STEPSIZE;
819
820 Body = d.BodyCreate(_parent_scene.world);
821
822 _zeroFlag = false;
823 m_collisionException = false;
824 m_pidControllerActive = true;
825 m_freemove = false;
826
827 _velocity = Vector3.Zero;
828 m_lastVelocitySqr = 0;
829
830 d.BodySetAutoDisableFlag(Body, false);
831 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
832
833 _position.X = npositionX;
834 _position.Y = npositionY;
835 _position.Z = npositionZ;
836
837 d.BodySetMass(Body, ref ShellMass);
838 d.GeomSetBody(feetbox, Body);
839 d.GeomSetBody(midbox, Body);
840 d.GeomSetBody(topbox, Body);
841 d.GeomSetBody(bbox, Body);
842
843 d.GeomSetOffsetPosition(feetbox, 0, 0, feetz);
844 d.GeomSetOffsetPosition(midbox, 0, 0, midz);
845 d.GeomSetOffsetPosition(topbox, 0, 0, topz);
846
847 ajustCollider();
848
849
850 // The purpose of the AMotor here is to keep the avatar's physical
851 // surrogate from rotating while moving
852 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
853 d.JointAttach(Amotor, Body, IntPtr.Zero);
854
855 d.JointSetAMotorMode(Amotor, 0);
856 d.JointSetAMotorNumAxes(Amotor, 3);
857 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
858 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
859 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
860
861 d.JointSetAMotorAngle(Amotor, 0, 0);
862 d.JointSetAMotorAngle(Amotor, 1, 0);
863 d.JointSetAMotorAngle(Amotor, 2, 0);
864
865 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
866 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
867 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
868 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
869 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
870 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
871
872 // These lowstops and high stops are effectively (no wiggle room)
873 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
874 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
875 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
876 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
877 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
878 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
879
880 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
881 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
882 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
883
884 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f);
885 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f);
886 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f);
887 }
888
889 /// <summary>
890 /// Destroys the avatar body and geom
891
892 private void AvatarGeomAndBodyDestroy()
893 {
894 // Kill the Amotor
895 if (Amotor != IntPtr.Zero)
896 {
897 d.JointDestroy(Amotor);
898 Amotor = IntPtr.Zero;
899 }
900
901 if (Body != IntPtr.Zero)
902 {
903 //kill the body
904 d.BodyDestroy(Body);
905 Body = IntPtr.Zero;
906 }
907
908 //kill the Geoms
909 if (topbox != IntPtr.Zero)
910 {
911 _parent_scene.actor_name_map.Remove(topbox);
912 _parent_scene.waitForSpaceUnlock(collider);
913 d.GeomDestroy(topbox);
914 topbox = IntPtr.Zero;
915 }
916 if (midbox != IntPtr.Zero)
917 {
918 _parent_scene.actor_name_map.Remove(midbox);
919 _parent_scene.waitForSpaceUnlock(collider);
920 d.GeomDestroy(midbox);
921 midbox = IntPtr.Zero;
922 }
923 if (feetbox != IntPtr.Zero)
924 {
925 _parent_scene.actor_name_map.Remove(feetbox);
926 _parent_scene.waitForSpaceUnlock(collider);
927 d.GeomDestroy(feetbox);
928 feetbox = IntPtr.Zero;
929 }
930
931 if (bbox != IntPtr.Zero)
932 {
933 _parent_scene.actor_name_map.Remove(bbox);
934 _parent_scene.waitForSpaceUnlock(collider);
935 d.GeomDestroy(bbox);
936 bbox = IntPtr.Zero;
937 }
938
939 if (collider != IntPtr.Zero)
940 {
941 d.SpaceDestroy(collider);
942 collider = IntPtr.Zero;
943 }
944
945 }
946
947 //in place 2D rotation around Z assuming rot is normalised and is a rotation around Z
948 public void RotateXYonZ(ref float x, ref float y, ref Quaternion rot)
949 {
950 float sin = 2.0f * rot.Z * rot.W;
951 float cos = rot.W * rot.W - rot.Z * rot.Z;
952 float tx = x;
953
954 x = tx * cos - y * sin;
955 y = tx * sin + y * cos;
956 }
957 public void RotateXYonZ(ref float x, ref float y, ref float sin, ref float cos)
958 {
959 float tx = x;
960 x = tx * cos - y * sin;
961 y = tx * sin + y * cos;
962 }
963 public void invRotateXYonZ(ref float x, ref float y, ref float sin, ref float cos)
964 {
965 float tx = x;
966 x = tx * cos + y * sin;
967 y = -tx * sin + y * cos;
968 }
969
970 public void invRotateXYonZ(ref float x, ref float y, ref Quaternion rot)
971 {
972 float sin = - 2.0f * rot.Z * rot.W;
973 float cos = rot.W * rot.W - rot.Z * rot.Z;
974 float tx = x;
975
976 x = tx * cos - y * sin;
977 y = tx * sin + y * cos;
978 }
979
980
981 public bool Collide(IntPtr me, bool reverse, ref d.ContactGeom contact, ref bool feetcollision)
982 {
983 feetcollision = false;
984 if (m_collisionException)
985 return false;
986
987 Vector3 offset;
988
989 if (me == bbox) // if moving fast
990 {
991 // force a full inelastic collision
992 m_collisionException = true;
993
994 offset = m_size * m_orientation2D;
995
996 offset.X = (float)Math.Abs(offset.X) * 0.5f + contact.depth;
997 offset.Y = (float)Math.Abs(offset.Y) * 0.5f + contact.depth;
998 offset.Z = (float)Math.Abs(offset.Z) * 0.5f + contact.depth;
999
1000 if (reverse)
1001 {
1002 offset.X *= -contact.normal.X;
1003 offset.Y *= -contact.normal.Y;
1004 offset.Z *= -contact.normal.Z;
1005 }
1006 else
1007 {
1008 offset.X *= contact.normal.X;
1009 offset.Y *= contact.normal.Y;
1010 offset.Z *= contact.normal.Z;
1011 }
1012
1013 offset.X += contact.pos.X;
1014 offset.Y += contact.pos.Y;
1015 offset.Z += contact.pos.Z;
1016
1017 _position = offset;
1018 return false;
1019 }
1020
1021 offset.X = contact.pos.X - _position.X;
1022 offset.Y = contact.pos.Y - _position.Y;
1023
1024 if (me == topbox)
1025 {
1026 offset.Z = contact.pos.Z - _position.Z;
1027
1028 offset.Normalize();
1029
1030 if (reverse)
1031 {
1032 contact.normal.X = offset.X;
1033 contact.normal.Y = offset.Y;
1034 contact.normal.Z = offset.Z;
1035 }
1036 else
1037 {
1038 contact.normal.X = -offset.X;
1039 contact.normal.Y = -offset.Y;
1040 contact.normal.Z = -offset.Z;
1041 }
1042 return true;
1043 }
1044
1045 if (me == midbox)
1046 {
1047 if (Math.Abs(contact.normal.Z) > 0.95f)
1048 offset.Z = contact.pos.Z - _position.Z;
1049 else
1050 offset.Z = contact.normal.Z;
1051
1052 offset.Normalize();
1053
1054 if (reverse)
1055 {
1056 contact.normal.X = offset.X;
1057 contact.normal.Y = offset.Y;
1058 contact.normal.Z = offset.Z;
1059 }
1060 else
1061 {
1062 contact.normal.X = -offset.X;
1063 contact.normal.Y = -offset.Y;
1064 contact.normal.Z = -offset.Z;
1065 }
1066
1067 return true;
1068 }
1069
1070 else if (me == feetbox)
1071 {
1072 float h = contact.pos.Z - _position.Z;
1073
1074 if (Math.Abs(contact.normal.Z) > 0.95f)
1075 {
1076 if (contact.normal.Z > 0)
1077 contact.normal.Z = 1.0f;
1078 else
1079 contact.normal.Z = -1.0f;
1080 contact.normal.X = 0.0f;
1081 contact.normal.Y = 0.0f;
1082 feetcollision = true;
1083 if (h < boneOff)
1084 IsColliding = true;
1085 return true;
1086 }
1087
1088 offset.Z = h - feetOff; // distance from top of feetbox
1089
1090 if (offset.Z > 0)
1091 return false;
1092
1093 if (offset.Z > -0.01)
1094 {
1095 offset.X = 0;
1096 offset.Y = 0;
1097 offset.Z = -1.0f;
1098 }
1099 else
1100 {
1101 offset.Normalize();
1102 }
1103
1104 if (reverse)
1105 {
1106 contact.normal.X = offset.X;
1107 contact.normal.Y = offset.Y;
1108 contact.normal.Z = offset.Z;
1109 }
1110 else
1111 {
1112 contact.normal.X = -offset.X;
1113 contact.normal.Y = -offset.Y;
1114 contact.normal.Z = -offset.Z;
1115 }
1116 feetcollision = true;
1117 if (h < boneOff)
1118 IsColliding = true;
1119 }
1120 else
1121 return false;
1122
1123 return true;
1124 }
1125
1126 /// <summary>
1127 /// Called from Simulate
1128 /// This is the avatar's movement control + PID Controller
1129 /// </summary>
1130 /// <param name="timeStep"></param>
1131 public void Move(List<OdeCharacter> defects)
1132 {
1133 if (Body == IntPtr.Zero)
1134 return;
1135
1136 if (m_collisionException)
1137 {
1138 d.BodySetPosition(Body,_position.X, _position.Y, _position.Z);
1139 d.BodySetLinearVel(Body, 0, 0, 0);
1140
1141 float v = _velocity.Length();
1142 if (v != 0)
1143 {
1144 v = 5.0f / v;
1145 _velocity = _velocity * v;
1146 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1147 }
1148 ajustCollider();
1149 m_collisionException = false;
1150 return;
1151 }
1152
1153 d.Vector3 dtmp = d.BodyGetPosition(Body);
1154 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
1155
1156 // the Amotor still lets avatar rotation to drift during colisions
1157 // so force it back to identity
1158
1159 d.Quaternion qtmp;
1160 qtmp.W = m_orientation2D.W;
1161 qtmp.X = m_orientation2D.X;
1162 qtmp.Y = m_orientation2D.Y;
1163 qtmp.Z = m_orientation2D.Z;
1164 d.BodySetQuaternion(Body, ref qtmp);
1165
1166 if (m_pidControllerActive == false)
1167 {
1168 _zeroPosition = localpos;
1169 }
1170
1171 if (!localpos.IsFinite())
1172 {
1173 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1174 defects.Add(this);
1175 // _parent_scene.RemoveCharacter(this);
1176
1177 // destroy avatar capsule and related ODE data
1178 AvatarGeomAndBodyDestroy();
1179 return;
1180 }
1181
1182 // check outbounds forcing to be in world
1183 bool fixbody = false;
1184 if (localpos.X < 0.0f)
1185 {
1186 fixbody = true;
1187 localpos.X = 0.1f;
1188 }
1189 else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
1190 {
1191 fixbody = true;
1192 localpos.X = _parent_scene.WorldExtents.X - 0.1f;
1193 }
1194 if (localpos.Y < 0.0f)
1195 {
1196 fixbody = true;
1197 localpos.Y = 0.1f;
1198 }
1199 else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
1200 {
1201 fixbody = true;
1202 localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
1203 }
1204 if (fixbody)
1205 {
1206 m_freemove = false;
1207 d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
1208 }
1209
1210 float breakfactor;
1211
1212 Vector3 vec = Vector3.Zero;
1213 dtmp = d.BodyGetLinearVel(Body);
1214 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
1215 float velLengthSquared = vel.LengthSquared();
1216
1217 float movementdivisor = 1f;
1218 //Ubit change divisions into multiplications below
1219 if (!m_alwaysRun)
1220 movementdivisor = 1 / walkDivisor;
1221 else
1222 movementdivisor = 1 / runDivisor;
1223
1224 //******************************************
1225 // colide with land
1226
1227 d.AABB aabb;
1228 d.GeomGetAABB(feetbox, out aabb);
1229 float chrminZ = aabb.MinZ; ; // move up a bit
1230 Vector3 posch = localpos;
1231
1232 float ftmp;
1233
1234 if (flying)
1235 {
1236 ftmp = timeStep;
1237 posch.X += vel.X * ftmp;
1238 posch.Y += vel.Y * ftmp;
1239 }
1240
1241 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
1242 if (chrminZ < terrainheight)
1243 {
1244 float depth = terrainheight - chrminZ;
1245 if (!flying)
1246 {
1247 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
1248 }
1249 else
1250 vec.Z = depth * PID_P * 50;
1251
1252 if (depth < 0.1f)
1253 {
1254 m_colliderGroundfilter++;
1255 if (m_colliderGroundfilter > 2)
1256 {
1257 m_iscolliding = true;
1258 m_colliderfilter = 2;
1259
1260 if (m_colliderGroundfilter > 10)
1261 {
1262 m_colliderGroundfilter = 10;
1263 m_freemove = false;
1264 }
1265
1266 m_iscollidingGround = true;
1267
1268 ContactPoint contact = new ContactPoint();
1269 contact.PenetrationDepth = depth;
1270 contact.Position.X = localpos.X;
1271 contact.Position.Y = localpos.Y;
1272 contact.Position.Z = terrainheight;
1273 contact.SurfaceNormal.X = 0.0f;
1274 contact.SurfaceNormal.Y = 0.0f;
1275 contact.SurfaceNormal.Z = -1f;
1276 contact.RelativeSpeed = -vel.Z;
1277 contact.CharacterFeet = true;
1278 AddCollisionEvent(0, contact);
1279
1280 vec.Z *= 0.5f;
1281 }
1282 }
1283
1284 else
1285 {
1286 m_colliderGroundfilter = 0;
1287 m_iscollidingGround = false;
1288 }
1289 }
1290 else
1291 {
1292 m_colliderGroundfilter = 0;
1293 m_iscollidingGround = false;
1294 }
1295
1296
1297 //******************************************
1298
1299 bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f);
1300
1301 // if (!tviszero || m_iscolliding || velLengthSquared <0.01)
1302 if (!tviszero)
1303 m_freemove = false;
1304
1305 if (!m_freemove)
1306 {
1307
1308 // if velocity is zero, use position control; otherwise, velocity control
1309 if (tviszero && m_iscolliding)
1310 {
1311 // keep track of where we stopped. No more slippin' & slidin'
1312 if (!_zeroFlag)
1313 {
1314 _zeroFlag = true;
1315 _zeroPosition = localpos;
1316 }
1317 if (m_pidControllerActive)
1318 {
1319 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1320 // react to the physics scene by moving it's position.
1321 // Avatar to Avatar collisions
1322 // Prim to avatar collisions
1323
1324 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
1325 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
1326 if (flying)
1327 {
1328 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
1329 }
1330 }
1331 //PidStatus = true;
1332 }
1333 else
1334 {
1335 m_pidControllerActive = true;
1336 _zeroFlag = false;
1337
1338 if (m_iscolliding)
1339 {
1340 if (!flying)
1341 {
1342 if (_target_velocity.Z > 0.0f)
1343 {
1344 // We're colliding with something and we're not flying but we're moving
1345 // This means we're walking or running. JUMPING
1346 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
1347 }
1348 // We're standing on something
1349 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
1350 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
1351 }
1352 else
1353 {
1354 // We're flying and colliding with something
1355 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
1356 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
1357 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
1358 }
1359 }
1360 else // ie not colliding
1361 {
1362 if (flying) //(!m_iscolliding && flying)
1363 {
1364 // we're in mid air suspended
1365 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
1366 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
1367 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
1368 }
1369
1370 else
1371 {
1372 // we're not colliding and we're not flying so that means we're falling!
1373 // m_iscolliding includes collisions with the ground.
1374
1375 // d.Vector3 pos = d.BodyGetPosition(Body);
1376 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
1377 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
1378 }
1379 }
1380 }
1381
1382 if (velLengthSquared > 2500.0f) // 50m/s apply breaks
1383 {
1384 breakfactor = 0.16f * m_mass;
1385 vec.X -= breakfactor * vel.X;
1386 vec.Y -= breakfactor * vel.Y;
1387 vec.Z -= breakfactor * vel.Z;
1388 }
1389 }
1390 else
1391 {
1392 breakfactor = m_mass;
1393 vec.X -= breakfactor * vel.X;
1394 vec.Y -= breakfactor * vel.Y;
1395 if (flying)
1396 vec.Z -= breakfactor * vel.Z;
1397 else
1398 vec.Z -= .5f* m_mass * vel.Z;
1399 }
1400
1401 if (flying)
1402 {
1403 vec.Z -= _parent_scene.gravityz * m_mass;
1404
1405 //Added for auto fly height. Kitto Flora
1406 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
1407
1408 if (localpos.Z < target_altitude)
1409 {
1410 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
1411 }
1412 // end add Kitto Flora
1413 }
1414
1415 if (vec.IsFinite())
1416 {
1417 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
1418 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1419 }
1420 else
1421 {
1422 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1423 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1424 defects.Add(this);
1425 // _parent_scene.RemoveCharacter(this);
1426 // destroy avatar capsule and related ODE data
1427 AvatarGeomAndBodyDestroy();
1428 return;
1429 }
1430
1431 // update our local ideia of position velocity and aceleration
1432 // _position = localpos;
1433 _position = localpos;
1434
1435 if (_zeroFlag)
1436 {
1437 _velocity = Vector3.Zero;
1438 _acceleration = Vector3.Zero;
1439 m_rotationalVelocity = Vector3.Zero;
1440 }
1441 else
1442 {
1443 Vector3 a =_velocity; // previus velocity
1444 SetSmooth(ref _velocity, ref vel, 2);
1445 a = (_velocity - a) * invtimeStep;
1446 SetSmooth(ref _acceleration, ref a, 2);
1447
1448 dtmp = d.BodyGetAngularVel(Body);
1449 m_rotationalVelocity.X = 0f;
1450 m_rotationalVelocity.Y = 0f;
1451 m_rotationalVelocity.Z = dtmp.Z;
1452 Math.Round(m_rotationalVelocity.Z,3);
1453 }
1454 ajustCollider();
1455 }
1456
1457 public void round(ref Vector3 v, int digits)
1458 {
1459 v.X = (float)Math.Round(v.X, digits);
1460 v.Y = (float)Math.Round(v.Y, digits);
1461 v.Z = (float)Math.Round(v.Z, digits);
1462 }
1463
1464 public void SetSmooth(ref Vector3 dst, ref Vector3 value)
1465 {
1466 dst.X = 0.1f * dst.X + 0.9f * value.X;
1467 dst.Y = 0.1f * dst.Y + 0.9f * value.Y;
1468 dst.Z = 0.1f * dst.Z + 0.9f * value.Z;
1469 }
1470
1471 public void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits)
1472 {
1473 dst.X = 0.4f * dst.X + 0.6f * value.X;
1474 dst.X = (float)Math.Round(dst.X, rounddigits);
1475
1476 dst.Y = 0.4f * dst.Y + 0.6f * value.Y;
1477 dst.Y = (float)Math.Round(dst.Y, rounddigits);
1478
1479 dst.Z = 0.4f * dst.Z + 0.6f * value.Z;
1480 dst.Z = (float)Math.Round(dst.Z, rounddigits);
1481 }
1482
1483
1484 /// <summary>
1485 /// Updates the reported position and velocity.
1486 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
1487 /// also outbounds checking
1488 /// copy and outbounds now done in move(..) at ode rate
1489 ///
1490 /// </summary>
1491 public void UpdatePositionAndVelocity()
1492 {
1493 return;
1494
1495// if (Body == IntPtr.Zero)
1496// return;
1497
1498 }
1499
1500 /// <summary>
1501 /// Cleanup the things we use in the scene.
1502 /// </summary>
1503 public void Destroy()
1504 {
1505 AddChange(changes.Remove, null);
1506 }
1507
1508 public override void CrossingFailure()
1509 {
1510 }
1511
1512 public override Vector3 PIDTarget { set { return; } }
1513 public override bool PIDActive { set { return; } }
1514 public override float PIDTau { set { return; } }
1515
1516 public override float PIDHoverHeight { set { return; } }
1517 public override bool PIDHoverActive { set { return; } }
1518 public override PIDHoverType PIDHoverType { set { return; } }
1519 public override float PIDHoverTau { set { return; } }
1520
1521 public override Quaternion APIDTarget { set { return; } }
1522
1523 public override bool APIDActive { set { return; } }
1524
1525 public override float APIDStrength { set { return; } }
1526
1527 public override float APIDDamping { set { return; } }
1528
1529
1530 public override void SubscribeEvents(int ms)
1531 {
1532 m_eventsubscription = ms;
1533 m_cureventsubscription = 0;
1534 if (CollisionEventsThisFrame == null)
1535 CollisionEventsThisFrame = new CollisionEventUpdate();
1536 SentEmptyCollisionsEvent = false;
1537 }
1538
1539 public override void UnSubscribeEvents()
1540 {
1541 if (CollisionEventsThisFrame != null)
1542 {
1543 lock (CollisionEventsThisFrame)
1544 {
1545 CollisionEventsThisFrame.Clear();
1546 CollisionEventsThisFrame = null;
1547 }
1548 }
1549 m_eventsubscription = 0;
1550 }
1551
1552 public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1553 {
1554 if (CollisionEventsThisFrame == null)
1555 CollisionEventsThisFrame = new CollisionEventUpdate();
1556 lock (CollisionEventsThisFrame)
1557 {
1558 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1559 _parent_scene.AddCollisionEventReporting(this);
1560 }
1561 }
1562
1563 public void SendCollisions()
1564 {
1565 if (CollisionEventsThisFrame == null)
1566 return;
1567
1568 lock (CollisionEventsThisFrame)
1569 {
1570 if (m_cureventsubscription < m_eventsubscription)
1571 return;
1572
1573 m_cureventsubscription = 0;
1574
1575 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
1576
1577 if (!SentEmptyCollisionsEvent || ncolisions > 0)
1578 {
1579 base.SendCollisionUpdate(CollisionEventsThisFrame);
1580
1581 if (ncolisions == 0)
1582 {
1583 SentEmptyCollisionsEvent = true;
1584 _parent_scene.RemoveCollisionEventReporting(this);
1585 }
1586 else
1587 {
1588 SentEmptyCollisionsEvent = false;
1589 CollisionEventsThisFrame.Clear();
1590 }
1591 }
1592 }
1593 }
1594
1595 internal void AddCollisionFrameTime(int t)
1596 {
1597 // protect it from overflow crashing
1598 if (m_cureventsubscription < 50000)
1599 m_cureventsubscription += t;
1600 }
1601
1602 public override bool SubscribedEvents()
1603 {
1604 if (m_eventsubscription > 0)
1605 return true;
1606 return false;
1607 }
1608
1609 private void changePhysicsStatus(bool NewStatus)
1610 {
1611 if (NewStatus != m_isPhysical)
1612 {
1613 if (NewStatus)
1614 {
1615 AvatarGeomAndBodyDestroy();
1616
1617 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1618
1619 _parent_scene.actor_name_map[collider] = (PhysicsActor)this;
1620 _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this;
1621 _parent_scene.actor_name_map[midbox] = (PhysicsActor)this;
1622 _parent_scene.actor_name_map[topbox] = (PhysicsActor)this;
1623 _parent_scene.actor_name_map[bbox] = (PhysicsActor)this;
1624 _parent_scene.AddCharacter(this);
1625 }
1626 else
1627 {
1628 _parent_scene.RemoveCollisionEventReporting(this);
1629 _parent_scene.RemoveCharacter(this);
1630 // destroy avatar capsule and related ODE data
1631 AvatarGeomAndBodyDestroy();
1632 }
1633 m_freemove = false;
1634 m_isPhysical = NewStatus;
1635 }
1636 }
1637
1638 private void changeAdd()
1639 {
1640 changePhysicsStatus(true);
1641 }
1642
1643 private void changeRemove()
1644 {
1645 changePhysicsStatus(false);
1646 }
1647
1648 private void changeShape(PrimitiveBaseShape arg)
1649 {
1650 }
1651
1652 private void changeAvatarSize(strAvatarSize st)
1653 {
1654 m_feetOffset = st.offset;
1655 changeSize(st.size);
1656 }
1657
1658 private void changeSize(Vector3 pSize)
1659 {
1660 if (pSize.IsFinite())
1661 {
1662 // for now only look to Z changes since viewers also don't change X and Y
1663 if (pSize.Z != m_size.Z)
1664 {
1665 AvatarGeomAndBodyDestroy();
1666
1667
1668 float oldsz = m_size.Z;
1669 m_size = pSize;
1670
1671
1672 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1673 _position.Z + (m_size.Z - oldsz) * 0.5f);
1674
1675 Velocity = Vector3.Zero;
1676
1677
1678 _parent_scene.actor_name_map[collider] = (PhysicsActor)this;
1679 _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this;
1680 _parent_scene.actor_name_map[midbox] = (PhysicsActor)this;
1681 _parent_scene.actor_name_map[topbox] = (PhysicsActor)this;
1682 _parent_scene.actor_name_map[bbox] = (PhysicsActor)this;
1683 }
1684 m_freemove = false;
1685 m_collisionException = false;
1686 m_pidControllerActive = true;
1687 }
1688 else
1689 {
1690 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1691 }
1692 }
1693
1694 private void changePosition( Vector3 newPos)
1695 {
1696 if (Body != IntPtr.Zero)
1697 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1698 _position = newPos;
1699 m_freemove = false;
1700 m_pidControllerActive = true;
1701 }
1702
1703 private void changeOrientation(Quaternion newOri)
1704 {
1705 if (m_orientation != newOri)
1706 {
1707 m_orientation = newOri; // keep a copy for core use
1708 // but only use rotations around Z
1709
1710 m_orientation2D.W = newOri.W;
1711 m_orientation2D.Z = newOri.Z;
1712
1713 float t = m_orientation2D.W * m_orientation2D.W + m_orientation2D.Z * m_orientation2D.Z;
1714 if (t > 0)
1715 {
1716 t = 1.0f / (float)Math.Sqrt(t);
1717 m_orientation2D.W *= t;
1718 m_orientation2D.Z *= t;
1719 }
1720 else
1721 {
1722 m_orientation2D.W = 1.0f;
1723 m_orientation2D.Z = 0f;
1724 }
1725 m_orientation2D.Y = 0f;
1726 m_orientation2D.X = 0f;
1727
1728 d.Quaternion myrot = new d.Quaternion();
1729 myrot.X = m_orientation2D.X;
1730 myrot.Y = m_orientation2D.Y;
1731 myrot.Z = m_orientation2D.Z;
1732 myrot.W = m_orientation2D.W;
1733 d.BodySetQuaternion(Body, ref myrot);
1734 }
1735 }
1736
1737 private void changeVelocity(Vector3 newVel)
1738 {
1739 m_pidControllerActive = true;
1740 m_freemove = false;
1741 _target_velocity = newVel;
1742 }
1743
1744 private void changeSetTorque(Vector3 newTorque)
1745 {
1746 }
1747
1748 private void changeAddForce(Vector3 newForce)
1749 {
1750 }
1751
1752 private void changeAddAngularForce(Vector3 arg)
1753 {
1754 }
1755
1756 private void changeAngularLock(Vector3 arg)
1757 {
1758 }
1759
1760 private void changeFloatOnWater(bool arg)
1761 {
1762 }
1763
1764 private void changeVolumedetetion(bool arg)
1765 {
1766 }
1767
1768 private void changeSelectedStatus(bool arg)
1769 {
1770 }
1771
1772 private void changeDisable(bool arg)
1773 {
1774 }
1775
1776 private void changeBuilding(bool arg)
1777 {
1778 }
1779
1780 private void setFreeMove()
1781 {
1782 m_pidControllerActive = true;
1783 _zeroFlag = false;
1784 _target_velocity = Vector3.Zero;
1785 m_freemove = true;
1786 m_colliderfilter = -2;
1787 m_colliderObjectfilter = -2;
1788 m_colliderGroundfilter = -2;
1789
1790 m_iscolliding = false;
1791 m_iscollidingGround = false;
1792 m_iscollidingObj = false;
1793
1794 CollisionEventsThisFrame.Clear();
1795 }
1796
1797 private void changeForce(Vector3 newForce)
1798 {
1799 setFreeMove();
1800
1801 if (Body != IntPtr.Zero)
1802 {
1803 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1804 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1805 }
1806 }
1807
1808 // for now momentum is actually velocity
1809 private void changeMomentum(Vector3 newmomentum)
1810 {
1811 _velocity = newmomentum;
1812 setFreeMove();
1813
1814 if (Body != IntPtr.Zero)
1815 d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
1816 ajustCollider();
1817 }
1818
1819 private void donullchange()
1820 {
1821 }
1822
1823 public bool DoAChange(changes what, object arg)
1824 {
1825 if (collider == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1826 {
1827 return false;
1828 }
1829
1830 // nasty switch
1831 switch (what)
1832 {
1833 case changes.Add:
1834 changeAdd();
1835 break;
1836 case changes.Remove:
1837 changeRemove();
1838 break;
1839
1840 case changes.Position:
1841 changePosition((Vector3)arg);
1842 break;
1843
1844 case changes.Orientation:
1845 changeOrientation((Quaternion)arg);
1846 break;
1847
1848 case changes.PosOffset:
1849 donullchange();
1850 break;
1851
1852 case changes.OriOffset:
1853 donullchange();
1854 break;
1855
1856 case changes.Velocity:
1857 changeVelocity((Vector3)arg);
1858 break;
1859
1860 // case changes.Acceleration:
1861 // changeacceleration((Vector3)arg);
1862 // break;
1863 // case changes.AngVelocity:
1864 // changeangvelocity((Vector3)arg);
1865 // break;
1866
1867 case changes.Force:
1868 changeForce((Vector3)arg);
1869 break;
1870
1871 case changes.Torque:
1872 changeSetTorque((Vector3)arg);
1873 break;
1874
1875 case changes.AddForce:
1876 changeAddForce((Vector3)arg);
1877 break;
1878
1879 case changes.AddAngForce:
1880 changeAddAngularForce((Vector3)arg);
1881 break;
1882
1883 case changes.AngLock:
1884 changeAngularLock((Vector3)arg);
1885 break;
1886
1887 case changes.Size:
1888 changeSize((Vector3)arg);
1889 break;
1890
1891 case changes.AvatarSize:
1892 changeAvatarSize((strAvatarSize)arg);
1893 break;
1894
1895 case changes.Momentum:
1896 changeMomentum((Vector3)arg);
1897 break;
1898/* not in use for now
1899 case changes.Shape:
1900 changeShape((PrimitiveBaseShape)arg);
1901 break;
1902
1903 case changes.CollidesWater:
1904 changeFloatOnWater((bool)arg);
1905 break;
1906
1907 case changes.VolumeDtc:
1908 changeVolumedetetion((bool)arg);
1909 break;
1910
1911 case changes.Physical:
1912 changePhysicsStatus((bool)arg);
1913 break;
1914
1915 case changes.Selected:
1916 changeSelectedStatus((bool)arg);
1917 break;
1918
1919 case changes.disabled:
1920 changeDisable((bool)arg);
1921 break;
1922
1923 case changes.building:
1924 changeBuilding((bool)arg);
1925 break;
1926*/
1927 case changes.Null:
1928 donullchange();
1929 break;
1930
1931 default:
1932 donullchange();
1933 break;
1934 }
1935 return false;
1936 }
1937
1938 public void AddChange(changes what, object arg)
1939 {
1940 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1941 }
1942
1943 private struct strAvatarSize
1944 {
1945 public Vector3 size;
1946 public float offset;
1947 }
1948
1949 }
1950}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..a7dda7a
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,1087 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
29 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
30 * ODEPrim.cs contains methods dealing with Prim editing, Prim
31 * characteristics and Kinetic motion.
32 * ODEDynamics.cs contains methods dealing with Prim Physical motion
33 * (dynamics) and the associated settings. Old Linear and angular
34 * motors for dynamic motion have been replace with MoveLinear()
35 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
36 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
37 * switch between 'VEHICLE' parameter use and general dynamics
38 * settings use.
39 */
40
41// Extensive change Ubit 2012
42
43using System;
44using System.Collections.Generic;
45using System.Reflection;
46using System.Runtime.InteropServices;
47using log4net;
48using OpenMetaverse;
49using OdeAPI;
50using OpenSim.Framework;
51using OpenSim.Region.Physics.Manager;
52
53namespace OpenSim.Region.Physics.OdePlugin
54{
55 public class ODEDynamics
56 {
57 public Vehicle Type
58 {
59 get { return m_type; }
60 }
61
62 private OdePrim rootPrim;
63 private OdeScene _pParentScene;
64
65 // Vehicle properties
66 // WARNING this are working copies for internel use
67 // their values may not be the corresponding parameter
68
69 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
70 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
71
72 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
73
74 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
75 // HOVER_TERRAIN_ONLY
76 // HOVER_GLOBAL_HEIGHT
77 // NO_DEFLECTION_UP
78 // HOVER_WATER_ONLY
79 // HOVER_UP_ONLY
80 // LIMIT_MOTOR_UP
81 // LIMIT_ROLL_ONLY
82 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
83
84 // Linear properties
85 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
86 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
87 private float m_linearMotorDecayTimescale = 120;
88 private float m_linearMotorTimescale = 1000;
89 private Vector3 m_linearMotorOffset = Vector3.Zero;
90
91 //Angular properties
92 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
93 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
94 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
95 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
96
97 //Deflection properties
98 private float m_angularDeflectionEfficiency = 0;
99 private float m_angularDeflectionTimescale = 1000;
100 private float m_linearDeflectionEfficiency = 0;
101 private float m_linearDeflectionTimescale = 1000;
102
103 //Banking properties
104 private float m_bankingEfficiency = 0;
105 private float m_bankingMix = 0;
106 private float m_bankingTimescale = 1000;
107
108 //Hover and Buoyancy properties
109 private float m_VhoverHeight = 0f;
110 private float m_VhoverEfficiency = 0f;
111 private float m_VhoverTimescale = 1000f;
112 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
113 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
114 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
115 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
116
117 //Attractor properties
118 private float m_verticalAttractionEfficiency = 1.0f; // damped
119 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
120
121
122 // auxiliar
123 private float m_lmEfect = 0f; // current linear motor eficiency
124 private float m_lmDecay = 0f; // current linear decay
125
126 private float m_amEfect = 0; // current angular motor eficiency
127 private float m_amDecay = 0f; // current linear decay
128
129 private float m_ffactor = 1.0f;
130
131 private float m_timestep = 0.02f;
132 private float m_invtimestep = 50;
133
134
135 float m_ampwr;
136 float m_amdampX;
137 float m_amdampY;
138 float m_amdampZ;
139
140
141 public float FrictionFactor
142 {
143 get
144 {
145 return m_ffactor;
146 }
147 }
148
149
150 public ODEDynamics(OdePrim rootp)
151 {
152 rootPrim = rootp;
153 _pParentScene = rootPrim._parent_scene;
154 m_timestep = _pParentScene.ODE_STEPSIZE;
155 m_invtimestep = 1.0f / m_timestep;
156 }
157
158 public void DoSetVehicle(VehicleData vd)
159 {
160 m_type = vd.m_type;
161 m_flags = vd.m_flags;
162
163
164 // Linear properties
165 m_linearMotorDirection = vd.m_linearMotorDirection;
166
167 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
168 if (m_linearFrictionTimescale.X < m_timestep) m_linearFrictionTimescale.X = m_timestep;
169 if (m_linearFrictionTimescale.Y < m_timestep) m_linearFrictionTimescale.Y = m_timestep;
170 if (m_linearFrictionTimescale.Z < m_timestep) m_linearFrictionTimescale.Z = m_timestep;
171
172 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
173 if (m_linearMotorDecayTimescale < m_timestep) m_linearMotorDecayTimescale = m_timestep;
174 m_linearMotorDecayTimescale += 0.2f;
175 m_linearMotorDecayTimescale *= m_invtimestep;
176
177 m_linearMotorTimescale = vd.m_linearMotorTimescale;
178 if (m_linearMotorTimescale < m_timestep) m_linearMotorTimescale = m_timestep;
179
180 m_linearMotorOffset = vd.m_linearMotorOffset;
181
182 //Angular properties
183 m_angularMotorDirection = vd.m_angularMotorDirection;
184 m_angularMotorTimescale = vd.m_angularMotorTimescale;
185 if (m_angularMotorTimescale < m_timestep) m_angularMotorTimescale = m_timestep;
186
187 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
188 if (m_angularMotorDecayTimescale < m_timestep) m_angularMotorDecayTimescale = m_timestep;
189 m_angularMotorDecayTimescale *= m_invtimestep;
190
191 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
192 if (m_angularFrictionTimescale.X < m_timestep) m_angularFrictionTimescale.X = m_timestep;
193 if (m_angularFrictionTimescale.Y < m_timestep) m_angularFrictionTimescale.Y = m_timestep;
194 if (m_angularFrictionTimescale.Z < m_timestep) m_angularFrictionTimescale.Z = m_timestep;
195
196 //Deflection properties
197 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
198 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
199 if (m_angularDeflectionTimescale < m_timestep) m_angularDeflectionTimescale = m_timestep;
200
201 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
202 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
203 if (m_linearDeflectionTimescale < m_timestep) m_linearDeflectionTimescale = m_timestep;
204
205 //Banking properties
206 m_bankingEfficiency = vd.m_bankingEfficiency;
207 m_bankingMix = vd.m_bankingMix;
208 m_bankingTimescale = vd.m_bankingTimescale;
209 if (m_bankingTimescale < m_timestep) m_bankingTimescale = m_timestep;
210
211 //Hover and Buoyancy properties
212 m_VhoverHeight = vd.m_VhoverHeight;
213 m_VhoverEfficiency = vd.m_VhoverEfficiency;
214 m_VhoverTimescale = vd.m_VhoverTimescale;
215 if (m_VhoverTimescale < m_timestep) m_VhoverTimescale = m_timestep;
216
217 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
218
219 //Attractor properties
220 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
221 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
222 if (m_verticalAttractionTimescale < m_timestep) m_verticalAttractionTimescale = m_timestep;
223
224 // Axis
225 m_referenceFrame = vd.m_referenceFrame;
226
227 m_lmEfect = 0;
228 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
229 m_amEfect = 0;
230 m_ffactor = 1.0f;
231 }
232
233 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
234 {
235 float len;
236
237 switch (pParam)
238 {
239 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
240 if (pValue < 0f) pValue = 0f;
241 if (pValue > 1f) pValue = 1f;
242 m_angularDeflectionEfficiency = pValue;
243 break;
244 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
245 if (pValue < m_timestep) pValue = m_timestep;
246 m_angularDeflectionTimescale = pValue;
247 break;
248 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
249 if (pValue < m_timestep) pValue = m_timestep;
250 else if (pValue > 120) pValue = 120;
251 m_angularMotorDecayTimescale = pValue * m_invtimestep;
252 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
253 break;
254 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
255 if (pValue < m_timestep) pValue = m_timestep;
256 m_angularMotorTimescale = pValue;
257 break;
258 case Vehicle.BANKING_EFFICIENCY:
259 if (pValue < -1f) pValue = -1f;
260 if (pValue > 1f) pValue = 1f;
261 m_bankingEfficiency = pValue;
262 break;
263 case Vehicle.BANKING_MIX:
264 if (pValue < 0f) pValue = 0f;
265 if (pValue > 1f) pValue = 1f;
266 m_bankingMix = pValue;
267 break;
268 case Vehicle.BANKING_TIMESCALE:
269 if (pValue < m_timestep) pValue = m_timestep;
270 m_bankingTimescale = pValue;
271 break;
272 case Vehicle.BUOYANCY:
273 if (pValue < -1f) pValue = -1f;
274 if (pValue > 1f) pValue = 1f;
275 m_VehicleBuoyancy = pValue;
276 break;
277 case Vehicle.HOVER_EFFICIENCY:
278 if (pValue < 0f) pValue = 0f;
279 if (pValue > 1f) pValue = 1f;
280 m_VhoverEfficiency = pValue;
281 break;
282 case Vehicle.HOVER_HEIGHT:
283 m_VhoverHeight = pValue;
284 break;
285 case Vehicle.HOVER_TIMESCALE:
286 if (pValue < m_timestep) pValue = m_timestep;
287 m_VhoverTimescale = pValue;
288 break;
289 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
290 if (pValue < 0f) pValue = 0f;
291 if (pValue > 1f) pValue = 1f;
292 m_linearDeflectionEfficiency = pValue;
293 break;
294 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
295 if (pValue < m_timestep) pValue = m_timestep;
296 m_linearDeflectionTimescale = pValue;
297 break;
298 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
299 if (pValue < m_timestep) pValue = m_timestep;
300 else if (pValue > 120) pValue = 120;
301 m_linearMotorDecayTimescale = (0.2f +pValue) * m_invtimestep;
302 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
303 break;
304 case Vehicle.LINEAR_MOTOR_TIMESCALE:
305 if (pValue < m_timestep) pValue = m_timestep;
306 m_linearMotorTimescale = pValue;
307 break;
308 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
309 if (pValue < 0f) pValue = 0f;
310 if (pValue > 1f) pValue = 1f;
311 m_verticalAttractionEfficiency = pValue;
312 break;
313 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
314 if (pValue < m_timestep) pValue = m_timestep;
315 m_verticalAttractionTimescale = pValue;
316 break;
317
318 // These are vector properties but the engine lets you use a single float value to
319 // set all of the components to the same value
320 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
321 if (pValue < m_timestep) pValue = m_timestep;
322 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
323 break;
324 case Vehicle.ANGULAR_MOTOR_DIRECTION:
325 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
326 len = m_angularMotorDirection.Length();
327 if (len > 12.566f)
328 m_angularMotorDirection *= (12.566f / len);
329
330 m_amEfect = 1.0f ; // turn it on
331 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
332
333 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
334 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
335 d.BodyEnable(rootPrim.Body);
336 break;
337 case Vehicle.LINEAR_FRICTION_TIMESCALE:
338 if (pValue < m_timestep) pValue = m_timestep;
339 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
340 break;
341 case Vehicle.LINEAR_MOTOR_DIRECTION:
342 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
343 len = m_linearMotorDirection.Length();
344 if (len > 100.0f)
345 m_linearMotorDirection *= (100.0f / len);
346
347 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
348 m_lmEfect = 1.0f; // turn it on
349
350 m_ffactor = 0.0f;
351 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
352 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
353 d.BodyEnable(rootPrim.Body);
354 break;
355 case Vehicle.LINEAR_MOTOR_OFFSET:
356 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
357 len = m_linearMotorOffset.Length();
358 if (len > 100.0f)
359 m_linearMotorOffset *= (100.0f / len);
360 break;
361 }
362 }//end ProcessFloatVehicleParam
363
364 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
365 {
366 float len;
367
368 switch (pParam)
369 {
370 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
371 if (pValue.X < m_timestep) pValue.X = m_timestep;
372 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
373 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
374
375 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
376 break;
377 case Vehicle.ANGULAR_MOTOR_DIRECTION:
378 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
379 // Limit requested angular speed to 2 rps= 4 pi rads/sec
380 len = m_angularMotorDirection.Length();
381 if (len > 12.566f)
382 m_angularMotorDirection *= (12.566f / len);
383
384 m_amEfect = 1.0f; // turn it on
385 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
386
387 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
388 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
389 d.BodyEnable(rootPrim.Body);
390 break;
391 case Vehicle.LINEAR_FRICTION_TIMESCALE:
392 if (pValue.X < m_timestep) pValue.X = m_timestep;
393 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
394 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
395 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
396 break;
397 case Vehicle.LINEAR_MOTOR_DIRECTION:
398 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
399 len = m_linearMotorDirection.Length();
400 if (len > 100.0f)
401 m_linearMotorDirection *= (100.0f / len);
402
403 m_lmEfect = 1.0f; // turn it on
404 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
405
406 m_ffactor = 0.0f;
407 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
408 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
409 d.BodyEnable(rootPrim.Body);
410 break;
411 case Vehicle.LINEAR_MOTOR_OFFSET:
412 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
413 len = m_linearMotorOffset.Length();
414 if (len > 100.0f)
415 m_linearMotorOffset *= (100.0f / len);
416 break;
417 case Vehicle.BLOCK_EXIT:
418 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
419 break;
420 }
421 }//end ProcessVectorVehicleParam
422
423 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
424 {
425 switch (pParam)
426 {
427 case Vehicle.REFERENCE_FRAME:
428 // m_referenceFrame = Quaternion.Inverse(pValue);
429 m_referenceFrame = pValue;
430 break;
431 case Vehicle.ROLL_FRAME:
432 m_RollreferenceFrame = pValue;
433 break;
434 }
435 }//end ProcessRotationVehicleParam
436
437 internal void ProcessVehicleFlags(int pParam, bool remove)
438 {
439 if (remove)
440 {
441 m_flags &= ~((VehicleFlag)pParam);
442 }
443 else
444 {
445 m_flags |= (VehicleFlag)pParam;
446 }
447 }//end ProcessVehicleFlags
448
449 internal void ProcessTypeChange(Vehicle pType)
450 {
451 m_lmEfect = 0;
452
453 m_amEfect = 0;
454 m_ffactor = 1f;
455
456 m_linearMotorDirection = Vector3.Zero;
457 m_angularMotorDirection = Vector3.Zero;
458
459 m_BlockingEndPoint = Vector3.Zero;
460 m_RollreferenceFrame = Quaternion.Identity;
461 m_linearMotorOffset = Vector3.Zero;
462
463 m_referenceFrame = Quaternion.Identity;
464
465 // Set Defaults For Type
466 m_type = pType;
467 switch (pType)
468 {
469 case Vehicle.TYPE_NONE:
470 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
471 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
472 m_linearMotorTimescale = 1000;
473 m_linearMotorDecayTimescale = 120 * m_invtimestep;
474 m_angularMotorTimescale = 1000;
475 m_angularMotorDecayTimescale = 1000 * m_invtimestep;
476 m_VhoverHeight = 0;
477 m_VhoverEfficiency = 1;
478 m_VhoverTimescale = 1000;
479 m_VehicleBuoyancy = 0;
480 m_linearDeflectionEfficiency = 0;
481 m_linearDeflectionTimescale = 1000;
482 m_angularDeflectionEfficiency = 0;
483 m_angularDeflectionTimescale = 1000;
484 m_bankingEfficiency = 0;
485 m_bankingMix = 1;
486 m_bankingTimescale = 1000;
487 m_verticalAttractionEfficiency = 0;
488 m_verticalAttractionTimescale = 1000;
489
490 m_flags = (VehicleFlag)0;
491 break;
492
493 case Vehicle.TYPE_SLED:
494 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
495 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
496 m_linearMotorTimescale = 1000;
497 m_linearMotorDecayTimescale = 120 * m_invtimestep;
498 m_angularMotorTimescale = 1000;
499 m_angularMotorDecayTimescale = 120 * m_invtimestep;
500 m_VhoverHeight = 0;
501 m_VhoverEfficiency = 1;
502 m_VhoverTimescale = 10;
503 m_VehicleBuoyancy = 0;
504 m_linearDeflectionEfficiency = 1;
505 m_linearDeflectionTimescale = 1;
506 m_angularDeflectionEfficiency = 0;
507 m_angularDeflectionTimescale = 10;
508 m_verticalAttractionEfficiency = 1;
509 m_verticalAttractionTimescale = 1000;
510 m_bankingEfficiency = 0;
511 m_bankingMix = 1;
512 m_bankingTimescale = 10;
513 m_flags &=
514 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
515 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
516 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
517 VehicleFlag.LIMIT_ROLL_ONLY |
518 VehicleFlag.LIMIT_MOTOR_UP);
519 break;
520
521 case Vehicle.TYPE_CAR:
522 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
523 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
524 m_linearMotorTimescale = 1;
525 m_linearMotorDecayTimescale = 60 * m_invtimestep;
526 m_angularMotorTimescale = 1;
527 m_angularMotorDecayTimescale = 0.8f * m_invtimestep;
528 m_VhoverHeight = 0;
529 m_VhoverEfficiency = 0;
530 m_VhoverTimescale = 1000;
531 m_VehicleBuoyancy = 0;
532 m_linearDeflectionEfficiency = 1;
533 m_linearDeflectionTimescale = 2;
534 m_angularDeflectionEfficiency = 0;
535 m_angularDeflectionTimescale = 10;
536 m_verticalAttractionEfficiency = 1f;
537 m_verticalAttractionTimescale = 10f;
538 m_bankingEfficiency = -0.2f;
539 m_bankingMix = 1;
540 m_bankingTimescale = 1;
541 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
542 VehicleFlag.HOVER_TERRAIN_ONLY |
543 VehicleFlag.HOVER_GLOBAL_HEIGHT);
544 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
545 VehicleFlag.LIMIT_ROLL_ONLY |
546 VehicleFlag.LIMIT_MOTOR_UP |
547 VehicleFlag.HOVER_UP_ONLY);
548 break;
549 case Vehicle.TYPE_BOAT:
550 m_linearFrictionTimescale = new Vector3(10, 3, 2);
551 m_angularFrictionTimescale = new Vector3(10, 10, 10);
552 m_linearMotorTimescale = 5;
553 m_linearMotorDecayTimescale = 60 * m_invtimestep;
554 m_angularMotorTimescale = 4;
555 m_angularMotorDecayTimescale = 4 * m_invtimestep;
556 m_VhoverHeight = 0;
557 m_VhoverEfficiency = 0.5f;
558 m_VhoverTimescale = 2;
559 m_VehicleBuoyancy = 1;
560 m_linearDeflectionEfficiency = 0.5f;
561 m_linearDeflectionTimescale = 3;
562 m_angularDeflectionEfficiency = 0.5f;
563 m_angularDeflectionTimescale = 5;
564 m_verticalAttractionEfficiency = 0.5f;
565 m_verticalAttractionTimescale = 5f;
566 m_bankingEfficiency = -0.3f;
567 m_bankingMix = 0.8f;
568 m_bankingTimescale = 1;
569 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
570 VehicleFlag.HOVER_GLOBAL_HEIGHT |
571 VehicleFlag.HOVER_UP_ONLY); // |
572// VehicleFlag.LIMIT_ROLL_ONLY);
573 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
574 VehicleFlag.LIMIT_MOTOR_UP |
575 VehicleFlag.HOVER_UP_ONLY | // new sl
576 VehicleFlag.HOVER_WATER_ONLY);
577 break;
578
579 case Vehicle.TYPE_AIRPLANE:
580 m_linearFrictionTimescale = new Vector3(200, 10, 5);
581 m_angularFrictionTimescale = new Vector3(20, 20, 20);
582 m_linearMotorTimescale = 2;
583 m_linearMotorDecayTimescale = 60 * m_invtimestep;
584 m_angularMotorTimescale = 4;
585 m_angularMotorDecayTimescale = 8 * m_invtimestep;
586 m_VhoverHeight = 0;
587 m_VhoverEfficiency = 0.5f;
588 m_VhoverTimescale = 1000;
589 m_VehicleBuoyancy = 0;
590 m_linearDeflectionEfficiency = 0.5f;
591 m_linearDeflectionTimescale = 0.5f;
592 m_angularDeflectionEfficiency = 1;
593 m_angularDeflectionTimescale = 2;
594 m_verticalAttractionEfficiency = 0.9f;
595 m_verticalAttractionTimescale = 2f;
596 m_bankingEfficiency = 1;
597 m_bankingMix = 0.7f;
598 m_bankingTimescale = 2;
599 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
600 VehicleFlag.HOVER_TERRAIN_ONLY |
601 VehicleFlag.HOVER_GLOBAL_HEIGHT |
602 VehicleFlag.HOVER_UP_ONLY |
603 VehicleFlag.NO_DEFLECTION_UP |
604 VehicleFlag.LIMIT_MOTOR_UP);
605 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
606 break;
607
608 case Vehicle.TYPE_BALLOON:
609 m_linearFrictionTimescale = new Vector3(5, 5, 5);
610 m_angularFrictionTimescale = new Vector3(10, 10, 10);
611 m_linearMotorTimescale = 5;
612 m_linearMotorDecayTimescale = 60 * m_invtimestep;
613 m_angularMotorTimescale = 6;
614 m_angularMotorDecayTimescale = 10 * m_invtimestep;
615 m_VhoverHeight = 5;
616 m_VhoverEfficiency = 0.8f;
617 m_VhoverTimescale = 10;
618 m_VehicleBuoyancy = 1;
619 m_linearDeflectionEfficiency = 0;
620 m_linearDeflectionTimescale = 5 * m_invtimestep;
621 m_angularDeflectionEfficiency = 0;
622 m_angularDeflectionTimescale = 5;
623 m_verticalAttractionEfficiency = 1f;
624 m_verticalAttractionTimescale = 1000f;
625 m_bankingEfficiency = 0;
626 m_bankingMix = 0.7f;
627 m_bankingTimescale = 5;
628 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
629 VehicleFlag.HOVER_TERRAIN_ONLY |
630 VehicleFlag.HOVER_UP_ONLY |
631 VehicleFlag.NO_DEFLECTION_UP |
632 VehicleFlag.LIMIT_MOTOR_UP | //);
633 VehicleFlag.LIMIT_ROLL_ONLY | // new sl
634 VehicleFlag.HOVER_GLOBAL_HEIGHT); // new sl
635
636// m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
637// VehicleFlag.HOVER_GLOBAL_HEIGHT);
638 break;
639
640 }
641
642 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
643 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
644
645 }//end SetDefaultsForType
646
647 internal void Stop()
648 {
649 m_lmEfect = 0;
650 m_lmDecay = 0f;
651 m_amEfect = 0;
652 m_amDecay = 0;
653 m_ffactor = 1f;
654 }
655
656 public static Vector3 Xrot(Quaternion rot)
657 {
658 Vector3 vec;
659 rot.Normalize(); // just in case
660 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
661 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
662 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
663 return vec;
664 }
665
666 public static Vector3 Zrot(Quaternion rot)
667 {
668 Vector3 vec;
669 rot.Normalize(); // just in case
670 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
671 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
672 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
673
674 return vec;
675 }
676
677 private const float pi = (float)Math.PI;
678 private const float halfpi = 0.5f * (float)Math.PI;
679 private const float twopi = 2.0f * pi;
680
681 public static Vector3 ubitRot2Euler(Quaternion rot)
682 {
683 // returns roll in X
684 // pitch in Y
685 // yaw in Z
686 Vector3 vec;
687
688 // assuming rot is normalised
689 // rot.Normalize();
690
691 float zX = rot.X * rot.Z + rot.Y * rot.W;
692
693 if (zX < -0.49999f)
694 {
695 vec.X = 0;
696 vec.Y = -halfpi;
697 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
698 }
699 else if (zX > 0.49999f)
700 {
701 vec.X = 0;
702 vec.Y = halfpi;
703 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
704 }
705 else
706 {
707 vec.Y = (float)Math.Asin(2 * zX);
708
709 float sqw = rot.W * rot.W;
710
711 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
712 float zZ = rot.Z * rot.Z + sqw - 0.5f;
713
714 vec.X = (float)Math.Atan2(minuszY, zZ);
715
716 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
717 float yY = rot.X * rot.X + sqw - 0.5f;
718 vec.Z = (float)Math.Atan2(yX, yY);
719 }
720 return vec;
721 }
722
723 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
724 {
725 // assuming rot is normalised
726 // rot.Normalize();
727
728 float zX = rot.X * rot.Z + rot.Y * rot.W;
729
730 if (zX < -0.49999f)
731 {
732 roll = 0;
733 pitch = -halfpi;
734 }
735 else if (zX > 0.49999f)
736 {
737 roll = 0;
738 pitch = halfpi;
739 }
740 else
741 {
742 pitch = (float)Math.Asin(2 * zX);
743
744 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
745 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
746
747 roll = (float)Math.Atan2(minuszY, zZ);
748 }
749 return ;
750 }
751
752 internal void Step()
753 {
754 IntPtr Body = rootPrim.Body;
755
756 d.Mass dmass;
757 d.BodyGetMass(Body, out dmass);
758
759 d.Quaternion rot = d.BodyGetQuaternion(Body);
760 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
761 Quaternion rotq = objrotq; // rotq = rotation of object
762 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
763 Quaternion irotq = Quaternion.Inverse(rotq);
764
765 d.Vector3 dvtmp;
766 Vector3 tmpV;
767 Vector3 curVel; // velocity in world
768 Vector3 curAngVel; // angular velocity in world
769 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
770 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
771 d.Vector3 dtorque = new d.Vector3();
772
773 dvtmp = d.BodyGetLinearVel(Body);
774 curVel.X = dvtmp.X;
775 curVel.Y = dvtmp.Y;
776 curVel.Z = dvtmp.Z;
777 Vector3 curLocalVel = curVel * irotq; // current velocity in local
778
779 dvtmp = d.BodyGetAngularVel(Body);
780 curAngVel.X = dvtmp.X;
781 curAngVel.Y = dvtmp.Y;
782 curAngVel.Z = dvtmp.Z;
783 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
784
785 float ldampZ = 0;
786
787 // linear motor
788 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
789 {
790 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
791 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
792 tmpV *= rotq; // to world
793
794 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
795 tmpV.Z = 0;
796
797 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
798 {
799 // have offset, do it now
800 tmpV *= dmass.mass;
801 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
802 }
803 else
804 {
805 force.X += tmpV.X;
806 force.Y += tmpV.Y;
807 force.Z += tmpV.Z;
808 }
809
810 m_lmEfect *= m_lmDecay;
811// m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
812 m_ffactor = 0.0f;
813 }
814 else
815 {
816 m_lmEfect = 0;
817 m_ffactor = 1f;
818 }
819
820 // hover
821 if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero)
822 {
823 // d.Vector3 pos = d.BodyGetPosition(Body);
824 d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom);
825 pos.Z -= 0.21f; // minor offset that seems to be always there in sl
826
827 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
828 float perr;
829
830 // default to global but don't go underground
831 perr = m_VhoverHeight - pos.Z;
832
833 if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
834 {
835 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
836 {
837 perr += _pParentScene.GetWaterLevel();
838 }
839 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
840 {
841 perr += t;
842 }
843 else
844 {
845 float w = _pParentScene.GetWaterLevel();
846 if (t > w)
847 perr += t;
848 else
849 perr += w;
850 }
851 }
852 else if (t > m_VhoverHeight)
853 perr = t - pos.Z; ;
854
855 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > -0.1)
856 {
857 ldampZ = m_VhoverEfficiency * m_invtimestep;
858
859 perr *= (1.0f + ldampZ) / m_VhoverTimescale;
860
861 // force.Z += perr - curVel.Z * tmp;
862 force.Z += perr;
863 ldampZ *= -curVel.Z;
864
865 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
866 }
867 else // no buoyancy
868 force.Z += _pParentScene.gravityz;
869 }
870 else
871 {
872 // default gravity and Buoyancy
873 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
874 }
875
876 // linear deflection
877 if (m_linearDeflectionEfficiency > 0)
878 {
879 float len = curVel.Length();
880 if (len > 0.01) // if moving
881 {
882 Vector3 atAxis;
883 atAxis = Xrot(rotq); // where are we pointing to
884 atAxis *= len; // make it same size as world velocity vector
885
886 tmpV = -atAxis; // oposite direction
887 atAxis -= curVel; // error to one direction
888 len = atAxis.LengthSquared();
889
890 tmpV -= curVel; // error to oposite
891 float lens = tmpV.LengthSquared();
892
893 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
894 {
895 if (len < lens)
896 tmpV = atAxis;
897
898 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
899 force.X += tmpV.X;
900 force.Y += tmpV.Y;
901 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
902 force.Z += tmpV.Z;
903 }
904 }
905 }
906
907 // linear friction/damping
908 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
909 {
910 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
911 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
912 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
913 tmpV *= rotq; // to world
914
915 if(ldampZ != 0 && Math.Abs(ldampZ) > Math.Abs(tmpV.Z))
916 tmpV.Z = ldampZ;
917 force.X += tmpV.X;
918 force.Y += tmpV.Y;
919 force.Z += tmpV.Z;
920 }
921
922 // vertical atractor
923 if (m_verticalAttractionTimescale < 300)
924 {
925 float roll;
926 float pitch;
927
928
929
930 float ftmp = m_invtimestep / m_verticalAttractionTimescale / m_verticalAttractionTimescale;
931
932 float ftmp2;
933 ftmp2 = 0.5f * m_verticalAttractionEfficiency * m_invtimestep;
934 m_amdampX = ftmp2;
935
936 m_ampwr = 1.0f - 0.8f * m_verticalAttractionEfficiency;
937
938 GetRollPitch(irotq, out roll, out pitch);
939
940 if (roll > halfpi)
941 roll = pi - roll;
942 else if (roll < -halfpi)
943 roll = -pi - roll;
944
945 float effroll = pitch / halfpi;
946 effroll *= effroll;
947 effroll = 1 - effroll;
948 effroll *= roll;
949
950
951 torque.X += effroll * ftmp;
952
953 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
954 {
955 float effpitch = roll / halfpi;
956 effpitch *= effpitch;
957 effpitch = 1 - effpitch;
958 effpitch *= pitch;
959
960 torque.Y += effpitch * ftmp;
961 }
962
963 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
964 {
965
966 float broll = effroll;
967 /*
968 if (broll > halfpi)
969 broll = pi - broll;
970 else if (broll < -halfpi)
971 broll = -pi - broll;
972 */
973 broll *= m_bankingEfficiency;
974 if (m_bankingMix != 0)
975 {
976 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
977 if (vfact > 1.0f) vfact = 1.0f;
978
979 if (curLocalVel.X >= 0)
980 broll *= (1 + (vfact - 1) * m_bankingMix);
981 else
982 broll *= -(1 + (vfact - 1) * m_bankingMix);
983 }
984 // make z rot be in world Z not local as seems to be in sl
985
986 broll = broll / m_bankingTimescale;
987
988
989 tmpV = Zrot(irotq);
990 tmpV *= broll;
991
992 torque.X += tmpV.X;
993 torque.Y += tmpV.Y;
994 torque.Z += tmpV.Z;
995
996 m_amdampZ = Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
997 m_amdampY = m_amdampZ;
998
999 }
1000 else
1001 {
1002 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
1003 m_amdampY = m_amdampX;
1004 }
1005 }
1006 else
1007 {
1008 m_ampwr = 1.0f;
1009 m_amdampX = 1 / m_angularFrictionTimescale.X;
1010 m_amdampY = 1 / m_angularFrictionTimescale.Y;
1011 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
1012 }
1013
1014 // angular motor
1015 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
1016 {
1017 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
1018 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
1019 torque.X += tmpV.X * m_ampwr;
1020 torque.Y += tmpV.Y * m_ampwr;
1021 torque.Z += tmpV.Z;
1022
1023 m_amEfect *= m_amDecay;
1024 }
1025 else
1026 m_amEfect = 0;
1027
1028 // angular deflection
1029 if (m_angularDeflectionEfficiency > 0)
1030 {
1031 Vector3 dirv;
1032
1033 if (curLocalVel.X > 0.01f)
1034 dirv = curLocalVel;
1035 else if (curLocalVel.X < -0.01f)
1036 // use oposite
1037 dirv = -curLocalVel;
1038 else
1039 {
1040 // make it fall into small positive x case
1041 dirv.X = 0.01f;
1042 dirv.Y = curLocalVel.Y;
1043 dirv.Z = curLocalVel.Z;
1044 }
1045
1046 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
1047
1048 if (Math.Abs(dirv.Z) > 0.01)
1049 {
1050 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
1051 }
1052
1053 if (Math.Abs(dirv.Y) > 0.01)
1054 {
1055 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
1056 }
1057 }
1058
1059 // angular friction
1060 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
1061 {
1062 torque.X -= curLocalAngVel.X * m_amdampX;
1063 torque.Y -= curLocalAngVel.Y * m_amdampY;
1064 torque.Z -= curLocalAngVel.Z * m_amdampZ;
1065 }
1066
1067
1068
1069 if (force.X != 0 || force.Y != 0 || force.Z != 0)
1070 {
1071 force *= dmass.mass;
1072 d.BodyAddForce(Body, force.X, force.Y, force.Z);
1073 }
1074
1075 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
1076 {
1077 torque *= m_referenceFrame; // to object frame
1078 dtorque.X = torque.X ;
1079 dtorque.Y = torque.Y;
1080 dtorque.Z = torque.Z;
1081
1082 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
1083 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
1084 }
1085 }
1086 }
1087}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs
new file mode 100644
index 0000000..0df71eb
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs
@@ -0,0 +1,932 @@
1/*
2 * AJLDuarte 2012
3 */
4
5using System;
6using System.Threading;
7using System.Collections.Generic;
8using System.IO;
9using System.Reflection;
10using System.Runtime.InteropServices;
11using System.Text;
12using OpenSim.Framework;
13using OpenSim.Region.Physics.Manager;
14using OdeAPI;
15using log4net;
16using Nini.Config;
17using OpenMetaverse;
18
19namespace OpenSim.Region.Physics.OdePlugin
20{
21 public enum MeshState : byte
22 {
23 noNeed = 0,
24
25 loadingAsset = 1,
26
27 AssetOK = 0x0f, // 00001111
28
29 NeedMask = 0x30, // 00110000
30 needMesh = 0x10, // 00010000
31 needAsset = 0x20, // 00100000
32
33 FailMask = 0xC0, // 11000000
34 AssetFailed = 0x40, // 01000000
35 MeshFailed = 0x80, // 10000000
36
37 MeshNoColide = FailMask | needAsset
38 }
39
40 public enum meshWorkerCmnds : byte
41 {
42 nop = 0,
43 addnew,
44 changefull,
45 changesize,
46 changeshapetype,
47 getmesh,
48 }
49
50 public class ODEPhysRepData
51 {
52 public PhysicsActor actor;
53 public PrimitiveBaseShape pbs;
54 public IMesh mesh;
55
56 public Vector3 size;
57 public Vector3 OBB;
58 public Vector3 OBBOffset;
59
60 public float volume;
61
62 public byte shapetype;
63 public bool hasOBB;
64 public bool hasMeshVolume;
65 public MeshState meshState;
66 public UUID? assetID;
67 public meshWorkerCmnds comand;
68 }
69
70 public class ODEMeshWorker
71 {
72
73 private ILog m_log;
74 private OdeScene m_scene;
75 private IMesher m_mesher;
76
77 public bool meshSculptedPrim = true;
78 public bool forceSimplePrimMeshing = false;
79 public float meshSculptLOD = 32;
80 public float MeshSculptphysicalLOD = 32;
81
82
83 private OpenSim.Framework.BlockingQueue<ODEPhysRepData> createqueue = new OpenSim.Framework.BlockingQueue<ODEPhysRepData>();
84 private bool m_running;
85
86 private Thread m_thread;
87
88 public ODEMeshWorker(OdeScene pScene, ILog pLog, IMesher pMesher, IConfig pConfig)
89 {
90 m_scene = pScene;
91 m_log = pLog;
92 m_mesher = pMesher;
93
94 if (pConfig != null)
95 {
96 forceSimplePrimMeshing = pConfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
97 meshSculptedPrim = pConfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
98 meshSculptLOD = pConfig.GetFloat("mesh_lod", meshSculptLOD);
99 MeshSculptphysicalLOD = pConfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
100 }
101 m_running = true;
102 m_thread = new Thread(DoWork);
103 m_thread.Start();
104 }
105
106 private void DoWork()
107 {
108 m_mesher.ExpireFileCache();
109
110 while(m_running)
111 {
112 ODEPhysRepData nextRep = createqueue.Dequeue();
113 if(!m_running)
114 return;
115 if (nextRep == null)
116 continue;
117 if (m_scene.haveActor(nextRep.actor))
118 {
119 switch (nextRep.comand)
120 {
121 case meshWorkerCmnds.changefull:
122 case meshWorkerCmnds.changeshapetype:
123 case meshWorkerCmnds.changesize:
124 GetMesh(nextRep);
125 if (CreateActorPhysRep(nextRep) && m_scene.haveActor(nextRep.actor))
126 m_scene.AddChange(nextRep.actor, changes.PhysRepData, nextRep);
127 break;
128 case meshWorkerCmnds.getmesh:
129 DoRepDataGetMesh(nextRep);
130 break;
131 }
132 }
133 }
134 }
135
136 public void Stop()
137 {
138 try
139 {
140 m_thread.Abort();
141 createqueue.Clear();
142 }
143 catch
144 {
145 }
146 }
147
148 public void ChangeActorPhysRep(PhysicsActor actor, PrimitiveBaseShape pbs,
149 Vector3 size, byte shapetype)
150 {
151 ODEPhysRepData repData = new ODEPhysRepData();
152 repData.actor = actor;
153 repData.pbs = pbs;
154 repData.size = size;
155 repData.shapetype = shapetype;
156
157 CheckMesh(repData);
158 CalcVolumeData(repData);
159 m_scene.AddChange(actor, changes.PhysRepData, repData);
160 return;
161 }
162
163 public ODEPhysRepData NewActorPhysRep(PhysicsActor actor, PrimitiveBaseShape pbs,
164 Vector3 size, byte shapetype)
165 {
166 ODEPhysRepData repData = new ODEPhysRepData();
167 repData.actor = actor;
168 repData.pbs = pbs;
169 repData.size = size;
170 repData.shapetype = shapetype;
171
172 CheckMesh(repData);
173 CalcVolumeData(repData);
174 m_scene.AddChange(actor, changes.AddPhysRep, repData);
175 return repData;
176 }
177
178 public void RequestMesh(ODEPhysRepData repData)
179 {
180 repData.mesh = null;
181
182 if (repData.meshState == MeshState.needAsset)
183 {
184 PrimitiveBaseShape pbs = repData.pbs;
185
186 // check if we got outdated
187
188 if (!pbs.SculptEntry || pbs.SculptTexture == UUID.Zero)
189 {
190 repData.meshState = MeshState.noNeed;
191 return;
192 }
193
194 repData.assetID = pbs.SculptTexture;
195 repData.meshState = MeshState.loadingAsset;
196
197 repData.comand = meshWorkerCmnds.getmesh;
198 createqueue.Enqueue(repData);
199 }
200 }
201
202 // creates and prepares a mesh to use and calls parameters estimation
203 public bool CreateActorPhysRep(ODEPhysRepData repData)
204 {
205 IMesh mesh = repData.mesh;
206
207 if (mesh != null)
208 {
209 IntPtr vertices, indices;
210 int vertexCount, indexCount;
211 int vertexStride, triStride;
212
213 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount);
214 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount);
215
216 if (vertexCount == 0 || indexCount == 0)
217 {
218 m_log.WarnFormat("[PHYSICS]: Invalid mesh data on prim {0} mesh UUID {1}",
219 repData.actor.Name, repData.pbs.SculptTexture.ToString());
220 repData.meshState = MeshState.MeshFailed;
221 repData.hasOBB = false;
222 repData.mesh = null;
223 m_scene.mesher.ReleaseMesh(mesh);
224 }
225 else
226 {
227 repData.OBBOffset = mesh.GetCentroid();
228 repData.OBB = mesh.GetOBB();
229 repData.hasOBB = true;
230 mesh.releaseSourceMeshData();
231 }
232 }
233 CalcVolumeData(repData);
234 return true;
235 }
236
237 public void AssetLoaded(ODEPhysRepData repData)
238 {
239 if (m_scene.haveActor(repData.actor))
240 {
241 if (needsMeshing(repData.pbs)) // no need for pbs now?
242 {
243 repData.comand = meshWorkerCmnds.changefull;
244 createqueue.Enqueue(repData);
245 }
246 }
247 else
248 repData.pbs.SculptData = Utils.EmptyBytes;
249 }
250
251 public void DoRepDataGetMesh(ODEPhysRepData repData)
252 {
253 if (!repData.pbs.SculptEntry)
254 return;
255
256 if (repData.meshState != MeshState.loadingAsset)
257 return;
258
259 if (repData.assetID == null || repData.assetID == UUID.Zero)
260 return;
261
262 if (repData.assetID != repData.pbs.SculptTexture)
263 return;
264
265 // check if it is in cache
266 GetMesh(repData);
267 if (repData.meshState != MeshState.needAsset)
268 {
269 CreateActorPhysRep(repData);
270 m_scene.AddChange(repData.actor, changes.PhysRepData, repData);
271 return;
272 }
273
274 RequestAssetDelegate assetProvider = m_scene.RequestAssetMethod;
275 if (assetProvider == null)
276 return;
277 ODEAssetRequest asr = new ODEAssetRequest(this, assetProvider, repData, m_log);
278 }
279
280
281 /// <summary>
282 /// Routine to figure out if we need to mesh this prim with our mesher
283 /// </summary>
284 /// <param name="pbs"></param>
285 /// <returns></returns>
286 public bool needsMeshing(PrimitiveBaseShape pbs)
287 {
288 // check sculpts or meshs
289 if (pbs.SculptEntry)
290 {
291 if (meshSculptedPrim)
292 return true;
293
294 if (pbs.SculptType == (byte)SculptType.Mesh) // always do meshs
295 return true;
296
297 return false;
298 }
299
300 if (forceSimplePrimMeshing)
301 return true;
302
303 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
304
305 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
306 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
307 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
308 {
309
310 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
311 && pbs.ProfileHollow == 0
312 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
313 && pbs.PathBegin == 0 && pbs.PathEnd == 0
314 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
315 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
316 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
317 {
318 return false;
319 }
320 }
321
322 // following code doesn't give meshs to boxes and spheres ever
323 // and it's odd.. so for now just return true if asked to force meshs
324 // hopefully mesher will fail if doesn't suport so things still get basic boxes
325
326 int iPropertiesNotSupportedDefault = 0;
327
328 if (pbs.ProfileHollow != 0)
329 iPropertiesNotSupportedDefault++;
330
331 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
332 iPropertiesNotSupportedDefault++;
333
334 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
335 iPropertiesNotSupportedDefault++;
336
337 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
338 iPropertiesNotSupportedDefault++;
339
340 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
341 iPropertiesNotSupportedDefault++;
342
343 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
344 iPropertiesNotSupportedDefault++;
345
346 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
347 iPropertiesNotSupportedDefault++;
348
349 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
350 iPropertiesNotSupportedDefault++;
351
352 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
353 iPropertiesNotSupportedDefault++;
354
355 // test for torus
356 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
357 {
358 if (pbs.PathCurve == (byte)Extrusion.Curve1)
359 {
360 iPropertiesNotSupportedDefault++;
361 }
362 }
363 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
364 {
365 if (pbs.PathCurve == (byte)Extrusion.Straight)
366 {
367 iPropertiesNotSupportedDefault++;
368 }
369
370 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
371 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
372 {
373 iPropertiesNotSupportedDefault++;
374 }
375 }
376 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
377 {
378 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
379 {
380 iPropertiesNotSupportedDefault++;
381 }
382 }
383 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
384 {
385 if (pbs.PathCurve == (byte)Extrusion.Straight)
386 {
387 iPropertiesNotSupportedDefault++;
388 }
389 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
390 {
391 iPropertiesNotSupportedDefault++;
392 }
393 }
394
395 if (iPropertiesNotSupportedDefault == 0)
396 {
397 return false;
398 }
399 return true;
400 }
401
402 // see if we need a mesh and if so if we have a cached one
403 // called with a new repData
404 public void CheckMesh(ODEPhysRepData repData)
405 {
406 PhysicsActor actor = repData.actor;
407 PrimitiveBaseShape pbs = repData.pbs;
408
409 if (!needsMeshing(pbs))
410 {
411 repData.meshState = MeshState.noNeed;
412 return;
413 }
414
415 IMesh mesh = null;
416
417 Vector3 size = repData.size;
418 byte shapetype = repData.shapetype;
419
420 bool convex;
421
422 int clod = (int)LevelOfDetail.High;
423 if (shapetype == 0)
424 convex = false;
425 else
426 {
427 convex = true;
428 if (pbs.SculptType != (byte)SculptType.Mesh)
429 clod = (int)LevelOfDetail.Low;
430 }
431
432 mesh = m_mesher.GetMesh(actor.Name, pbs, size, clod, true, convex);
433
434 if (mesh == null)
435 {
436 if (pbs.SculptEntry)
437 {
438 if (pbs.SculptTexture != null && pbs.SculptTexture != UUID.Zero)
439 {
440 repData.assetID = pbs.SculptTexture;
441 repData.meshState = MeshState.needAsset;
442 }
443 else
444 repData.meshState = MeshState.MeshFailed;
445
446 return;
447 }
448 else
449 {
450 repData.meshState = MeshState.needMesh;
451 mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, false, convex, true);
452 if (mesh == null)
453 {
454 repData.meshState = MeshState.MeshFailed;
455 return;
456 }
457 }
458 }
459
460 repData.meshState = MeshState.AssetOK;
461 repData.mesh = mesh;
462
463 if (pbs.SculptEntry)
464 {
465 repData.assetID = pbs.SculptTexture;
466 }
467
468 pbs.SculptData = Utils.EmptyBytes;
469 return ;
470 }
471
472 public void GetMesh(ODEPhysRepData repData)
473 {
474 PhysicsActor actor = repData.actor;
475
476 PrimitiveBaseShape pbs = repData.pbs;
477
478 repData.mesh = null;
479 repData.hasOBB = false;
480
481 if (!needsMeshing(pbs))
482 {
483 repData.meshState = MeshState.noNeed;
484 return;
485 }
486
487 if (repData.meshState == MeshState.MeshFailed)
488 return;
489
490 if (pbs.SculptEntry)
491 {
492 if (repData.meshState == MeshState.AssetFailed)
493 {
494 if (pbs.SculptTexture == repData.assetID)
495 return;
496 }
497 }
498
499 repData.meshState = MeshState.noNeed;
500
501 IMesh mesh = null;
502 Vector3 size = repData.size;
503 byte shapetype = repData.shapetype;
504
505 bool convex;
506 int clod = (int)LevelOfDetail.High;
507 if (shapetype == 0)
508 convex = false;
509 else
510 {
511 convex = true;
512 if (pbs.SculptType != (byte)SculptType.Mesh)
513 clod = (int)LevelOfDetail.Low;
514 }
515
516 mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, false, convex, true);
517
518 if (mesh == null)
519 {
520 if (pbs.SculptEntry)
521 {
522 if (pbs.SculptTexture == UUID.Zero)
523 return;
524
525 repData.assetID = pbs.SculptTexture;
526
527 if (pbs.SculptData == null || pbs.SculptData.Length == 0)
528 {
529 repData.meshState = MeshState.needAsset;
530 return;
531 }
532 }
533 }
534
535 repData.mesh = mesh;
536 repData.pbs.SculptData = Utils.EmptyBytes;
537
538 if (mesh == null)
539 {
540 if (pbs.SculptEntry)
541 repData.meshState = MeshState.AssetFailed;
542 else
543 repData.meshState = MeshState.MeshFailed;
544
545 return;
546 }
547
548 repData.meshState = MeshState.AssetOK;
549
550 return;
551 }
552
553 private void CalculateBasicPrimVolume(ODEPhysRepData repData)
554 {
555 PrimitiveBaseShape _pbs = repData.pbs;
556 Vector3 _size = repData.size;
557
558 float volume = _size.X * _size.Y * _size.Z; // default
559 float tmp;
560
561 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
562 float hollowVolume = hollowAmount * hollowAmount;
563
564 switch (_pbs.ProfileShape)
565 {
566 case ProfileShape.Square:
567 // default box
568
569 if (_pbs.PathCurve == (byte)Extrusion.Straight)
570 {
571 if (hollowAmount > 0.0)
572 {
573 switch (_pbs.HollowShape)
574 {
575 case HollowShape.Square:
576 case HollowShape.Same:
577 break;
578
579 case HollowShape.Circle:
580
581 hollowVolume *= 0.78539816339f;
582 break;
583
584 case HollowShape.Triangle:
585
586 hollowVolume *= (0.5f * .5f);
587 break;
588
589 default:
590 hollowVolume = 0;
591 break;
592 }
593 volume *= (1.0f - hollowVolume);
594 }
595 }
596
597 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
598 {
599 //a tube
600
601 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
602 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
603 volume -= volume * tmp * tmp;
604
605 if (hollowAmount > 0.0)
606 {
607 hollowVolume *= hollowAmount;
608
609 switch (_pbs.HollowShape)
610 {
611 case HollowShape.Square:
612 case HollowShape.Same:
613 break;
614
615 case HollowShape.Circle:
616 hollowVolume *= 0.78539816339f;
617 break;
618
619 case HollowShape.Triangle:
620 hollowVolume *= 0.5f * 0.5f;
621 break;
622 default:
623 hollowVolume = 0;
624 break;
625 }
626 volume *= (1.0f - hollowVolume);
627 }
628 }
629
630 break;
631
632 case ProfileShape.Circle:
633
634 if (_pbs.PathCurve == (byte)Extrusion.Straight)
635 {
636 volume *= 0.78539816339f; // elipse base
637
638 if (hollowAmount > 0.0)
639 {
640 switch (_pbs.HollowShape)
641 {
642 case HollowShape.Same:
643 case HollowShape.Circle:
644 break;
645
646 case HollowShape.Square:
647 hollowVolume *= 0.5f * 2.5984480504799f;
648 break;
649
650 case HollowShape.Triangle:
651 hollowVolume *= .5f * 1.27323954473516f;
652 break;
653
654 default:
655 hollowVolume = 0;
656 break;
657 }
658 volume *= (1.0f - hollowVolume);
659 }
660 }
661
662 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
663 {
664 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
665 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
666 volume *= (1.0f - tmp * tmp);
667
668 if (hollowAmount > 0.0)
669 {
670
671 // calculate the hollow volume by it's shape compared to the prim shape
672 hollowVolume *= hollowAmount;
673
674 switch (_pbs.HollowShape)
675 {
676 case HollowShape.Same:
677 case HollowShape.Circle:
678 break;
679
680 case HollowShape.Square:
681 hollowVolume *= 0.5f * 2.5984480504799f;
682 break;
683
684 case HollowShape.Triangle:
685 hollowVolume *= .5f * 1.27323954473516f;
686 break;
687
688 default:
689 hollowVolume = 0;
690 break;
691 }
692 volume *= (1.0f - hollowVolume);
693 }
694 }
695 break;
696
697 case ProfileShape.HalfCircle:
698 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
699 {
700 volume *= 0.5236f;
701
702 if (hollowAmount > 0.0)
703 {
704 hollowVolume *= hollowAmount;
705
706 switch (_pbs.HollowShape)
707 {
708 case HollowShape.Circle:
709 case HollowShape.Triangle: // diference in sl is minor and odd
710 case HollowShape.Same:
711 break;
712
713 case HollowShape.Square:
714 hollowVolume *= 0.909f;
715 break;
716
717 // case HollowShape.Triangle:
718 // hollowVolume *= .827f;
719 // break;
720 default:
721 hollowVolume = 0;
722 break;
723 }
724 volume *= (1.0f - hollowVolume);
725 }
726
727 }
728 break;
729
730 case ProfileShape.EquilateralTriangle:
731
732 if (_pbs.PathCurve == (byte)Extrusion.Straight)
733 {
734 volume *= 0.32475953f;
735
736 if (hollowAmount > 0.0)
737 {
738
739 // calculate the hollow volume by it's shape compared to the prim shape
740 switch (_pbs.HollowShape)
741 {
742 case HollowShape.Same:
743 case HollowShape.Triangle:
744 hollowVolume *= .25f;
745 break;
746
747 case HollowShape.Square:
748 hollowVolume *= 0.499849f * 3.07920140172638f;
749 break;
750
751 case HollowShape.Circle:
752 // Hollow shape is a perfect cyllinder in respect to the cube's scale
753 // Cyllinder hollow volume calculation
754
755 hollowVolume *= 0.1963495f * 3.07920140172638f;
756 break;
757
758 default:
759 hollowVolume = 0;
760 break;
761 }
762 volume *= (1.0f - hollowVolume);
763 }
764 }
765 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
766 {
767 volume *= 0.32475953f;
768 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
769 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
770 volume *= (1.0f - tmp * tmp);
771
772 if (hollowAmount > 0.0)
773 {
774
775 hollowVolume *= hollowAmount;
776
777 switch (_pbs.HollowShape)
778 {
779 case HollowShape.Same:
780 case HollowShape.Triangle:
781 hollowVolume *= .25f;
782 break;
783
784 case HollowShape.Square:
785 hollowVolume *= 0.499849f * 3.07920140172638f;
786 break;
787
788 case HollowShape.Circle:
789
790 hollowVolume *= 0.1963495f * 3.07920140172638f;
791 break;
792
793 default:
794 hollowVolume = 0;
795 break;
796 }
797 volume *= (1.0f - hollowVolume);
798 }
799 }
800 break;
801
802 default:
803 break;
804 }
805
806 float taperX1;
807 float taperY1;
808 float taperX;
809 float taperY;
810 float pathBegin;
811 float pathEnd;
812 float profileBegin;
813 float profileEnd;
814
815 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
816 {
817 taperX1 = _pbs.PathScaleX * 0.01f;
818 if (taperX1 > 1.0f)
819 taperX1 = 2.0f - taperX1;
820 taperX = 1.0f - taperX1;
821
822 taperY1 = _pbs.PathScaleY * 0.01f;
823 if (taperY1 > 1.0f)
824 taperY1 = 2.0f - taperY1;
825 taperY = 1.0f - taperY1;
826 }
827 else
828 {
829 taperX = _pbs.PathTaperX * 0.01f;
830 if (taperX < 0.0f)
831 taperX = -taperX;
832 taperX1 = 1.0f - taperX;
833
834 taperY = _pbs.PathTaperY * 0.01f;
835 if (taperY < 0.0f)
836 taperY = -taperY;
837 taperY1 = 1.0f - taperY;
838 }
839
840 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
841
842 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
843 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
844 volume *= (pathEnd - pathBegin);
845
846 // this is crude aproximation
847 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
848 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
849 volume *= (profileEnd - profileBegin);
850
851 repData.volume = volume;
852 }
853
854 private void CalcVolumeData(ODEPhysRepData repData)
855 {
856 if (repData.hasOBB)
857 {
858 Vector3 OBB = repData.OBB;
859 }
860 else
861 {
862 Vector3 OBB = repData.size;
863 OBB.X *= 0.5f;
864 OBB.Y *= 0.5f;
865 OBB.Z *= 0.5f;
866
867 repData.OBB = OBB;
868 repData.OBBOffset = Vector3.Zero;
869 }
870
871 CalculateBasicPrimVolume(repData);
872 }
873 }
874
875 public class ODEAssetRequest
876 {
877 ODEMeshWorker m_worker;
878 private ILog m_log;
879 ODEPhysRepData repData;
880
881 public ODEAssetRequest(ODEMeshWorker pWorker, RequestAssetDelegate provider,
882 ODEPhysRepData pRepData, ILog plog)
883 {
884 m_worker = pWorker;
885 m_log = plog;
886 repData = pRepData;
887
888 repData.meshState = MeshState.AssetFailed;
889 if (provider == null)
890 return;
891
892 if (repData.assetID == null)
893 return;
894
895 UUID assetID = (UUID) repData.assetID;
896 if (assetID == UUID.Zero)
897 return;
898
899 repData.meshState = MeshState.loadingAsset;
900 provider(assetID, ODEassetReceived);
901 }
902
903 void ODEassetReceived(AssetBase asset)
904 {
905 repData.meshState = MeshState.AssetFailed;
906 if (asset != null)
907 {
908 if (asset.Data != null && asset.Data.Length > 0)
909 {
910 repData.meshState = MeshState.noNeed;
911
912 if (!repData.pbs.SculptEntry)
913 return;
914 if (repData.pbs.SculptTexture != repData.assetID)
915 return;
916
917// repData.pbs.SculptData = new byte[asset.Data.Length];
918// asset.Data.CopyTo(repData.pbs.SculptData,0);
919 repData.pbs.SculptData = asset.Data;
920 repData.meshState = MeshState.AssetOK;
921 m_worker.AssetLoaded(repData);
922 }
923 else
924 m_log.WarnFormat("[PHYSICS]: asset provider returned invalid mesh data for prim {0} asset UUID {1}.",
925 repData.actor.Name, asset.ID.ToString());
926 }
927 else
928 m_log.WarnFormat("[PHYSICS]: asset provider returned null asset fo mesh of prim {0}.",
929 repData.actor.Name);
930 }
931 }
932}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..faa9488
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,3844 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revision 2011/12 by Ubit Umarov
29 *
30 *
31 */
32
33/*
34 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
35 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
36 * ODEPrim.cs contains methods dealing with Prim editing, Prim
37 * characteristics and Kinetic motion.
38 * ODEDynamics.cs contains methods dealing with Prim Physical motion
39 * (dynamics) and the associated settings. Old Linear and angular
40 * motors for dynamic motion have been replace with MoveLinear()
41 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
42 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
43 * switch between 'VEHICLE' parameter use and general dynamics
44 * settings use.
45 */
46
47//#define SPAM
48
49using System;
50using System.Collections.Generic;
51using System.Reflection;
52using System.Runtime.InteropServices;
53using System.Threading;
54using log4net;
55using OpenMetaverse;
56using OdeAPI;
57using OpenSim.Framework;
58using OpenSim.Region.Physics.Manager;
59
60namespace OpenSim.Region.Physics.OdePlugin
61{
62 public class OdePrim : PhysicsActor
63 {
64 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
65
66 private bool m_isphysical;
67 private bool m_fakeisphysical;
68 private bool m_isphantom;
69 private bool m_fakeisphantom;
70 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
71 private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
72
73 protected bool m_building;
74 protected bool m_forcePosOrRotation;
75 private bool m_iscolliding;
76
77 internal bool m_isSelected;
78 private bool m_delaySelect;
79 private bool m_lastdoneSelected;
80 internal bool m_outbounds;
81
82 private Quaternion m_lastorientation;
83 private Quaternion _orientation;
84
85 private Vector3 _position;
86 private Vector3 _velocity;
87 private Vector3 m_torque;
88 private Vector3 m_lastVelocity;
89 private Vector3 m_lastposition;
90 private Vector3 m_rotationalVelocity;
91 private Vector3 _size;
92 private Vector3 _acceleration;
93 private Vector3 m_angularlock = Vector3.One;
94 private IntPtr Amotor;
95
96 private Vector3 m_force;
97 private Vector3 m_forceacc;
98 private Vector3 m_angularForceacc;
99
100 private float m_invTimeStep;
101 private float m_timeStep;
102
103 private Vector3 m_PIDTarget;
104 private float m_PIDTau;
105 private bool m_usePID;
106
107 private float m_PIDHoverHeight;
108 private float m_PIDHoverTau;
109 private bool m_useHoverPID;
110 private PIDHoverType m_PIDHoverType;
111 private float m_targetHoverHeight;
112 private float m_groundHeight;
113 private float m_waterHeight;
114 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
115
116 private int body_autodisable_frames;
117 public int bodydisablecontrol;
118
119
120 // Default we're a Geometry
121 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
122 // Default colide nonphysical don't try to colide with anything
123 private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
124
125 private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
126 CollisionCategories.Character |
127 CollisionCategories.Land |
128 CollisionCategories.VolumeDtc);
129
130// private bool m_collidesLand = true;
131 private bool m_collidesWater;
132// public bool m_returnCollisions;
133
134 private bool m_NoColide; // for now only for internal use for bad meshs
135
136
137 // Default, Collide with Other Geometries, spaces and Bodies
138 private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
139
140 public bool m_disabled;
141
142 private uint m_localID;
143
144 private IMesh m_mesh;
145 private object m_meshlock = new object();
146 private PrimitiveBaseShape _pbs;
147
148 private UUID? m_assetID;
149 private MeshState m_meshState;
150
151 public OdeScene _parent_scene;
152
153 /// <summary>
154 /// The physics space which contains prim geometry
155 /// </summary>
156 public IntPtr m_targetSpace;
157
158 public IntPtr prim_geom;
159 public IntPtr _triMeshData;
160
161 private PhysicsActor _parent;
162
163 private List<OdePrim> childrenPrim = new List<OdePrim>();
164
165 public float m_collisionscore;
166 private int m_colliderfilter = 0;
167
168 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
169
170 private float m_density;
171 private byte m_shapetype;
172 public bool _zeroFlag;
173 private bool m_lastUpdateSent;
174
175 public IntPtr Body;
176
177 private Vector3 _target_velocity;
178
179 public Vector3 m_OBBOffset;
180 public Vector3 m_OBB;
181 public float primOOBradiusSQ;
182
183 private bool m_hasOBB = true;
184
185 private float m_physCost;
186 private float m_streamCost;
187
188 public d.Mass primdMass; // prim inertia information on it's own referencial
189 float primMass; // prim own mass
190 float primVolume; // prim own volume;
191 float _mass; // object mass acording to case
192
193 public int givefakepos;
194 private Vector3 fakepos;
195 public int givefakeori;
196 private Quaternion fakeori;
197
198 private int m_eventsubscription;
199 private int m_cureventsubscription;
200 private CollisionEventUpdate CollisionEventsThisFrame = null;
201 private bool SentEmptyCollisionsEvent;
202
203 public volatile bool childPrim;
204
205 public ODEDynamics m_vehicle;
206
207 internal int m_material = (int)Material.Wood;
208 private float mu;
209 private float bounce;
210
211 /// <summary>
212 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
213 /// </summary>
214 public override bool IsPhysical // this is not reliable for internal use
215 {
216 get { return m_fakeisphysical; }
217 set
218 {
219 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
220 // and also to stop imediatly some updates
221 // but real change will only happen in taintprocessing
222
223 if (!value) // Zero the remembered last velocity
224 m_lastVelocity = Vector3.Zero;
225 AddChange(changes.Physical, value);
226 }
227 }
228
229 public override bool IsVolumeDtc
230 {
231 get { return m_fakeisVolumeDetect; }
232 set
233 {
234 m_fakeisVolumeDetect = value;
235 AddChange(changes.VolumeDtc, value);
236 }
237 }
238
239 public override bool Phantom // this is not reliable for internal use
240 {
241 get { return m_fakeisphantom; }
242 set
243 {
244 m_fakeisphantom = value;
245 AddChange(changes.Phantom, value);
246 }
247 }
248
249 public override bool Building // this is not reliable for internal use
250 {
251 get { return m_building; }
252 set
253 {
254 if (value)
255 m_building = true;
256 AddChange(changes.building, value);
257 }
258 }
259
260 public override void getContactData(ref ContactData cdata)
261 {
262 cdata.mu = mu;
263 cdata.bounce = bounce;
264
265 // cdata.softcolide = m_softcolide;
266 cdata.softcolide = false;
267
268 if (m_isphysical)
269 {
270 ODEDynamics veh;
271 if (_parent != null)
272 veh = ((OdePrim)_parent).m_vehicle;
273 else
274 veh = m_vehicle;
275
276 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
277 cdata.mu *= veh.FrictionFactor;
278// cdata.mu *= 0;
279 }
280 }
281
282 public override float PhysicsCost
283 {
284 get
285 {
286 return m_physCost;
287 }
288 }
289
290 public override float StreamCost
291 {
292 get
293 {
294 return m_streamCost;
295 }
296 }
297
298 public override int PhysicsActorType
299 {
300 get { return (int)ActorTypes.Prim; }
301 set { return; }
302 }
303
304 public override bool SetAlwaysRun
305 {
306 get { return false; }
307 set { return; }
308 }
309
310 public override uint LocalID
311 {
312 get { return m_localID; }
313 set { m_localID = value; }
314 }
315
316 public override PhysicsActor ParentActor
317 {
318 get
319 {
320 if (childPrim)
321 return _parent;
322 else
323 return (PhysicsActor)this;
324 }
325 }
326
327 public override bool Grabbed
328 {
329 set { return; }
330 }
331
332 public override bool Selected
333 {
334 set
335 {
336 if (value)
337 m_isSelected = value; // if true set imediatly to stop moves etc
338 AddChange(changes.Selected, value);
339 }
340 }
341
342 public override bool Flying
343 {
344 // no flying prims for you
345 get { return false; }
346 set { }
347 }
348
349 public override bool IsColliding
350 {
351 get { return m_iscolliding; }
352 set
353 {
354 if (value)
355 {
356 m_colliderfilter += 2;
357 if (m_colliderfilter > 2)
358 m_colliderfilter = 2;
359 }
360 else
361 {
362 m_colliderfilter--;
363 if (m_colliderfilter < 0)
364 m_colliderfilter = 0;
365 }
366
367 if (m_colliderfilter == 0)
368 m_iscolliding = false;
369 else
370 m_iscolliding = true;
371 }
372 }
373
374 public override bool CollidingGround
375 {
376 get { return false; }
377 set { return; }
378 }
379
380 public override bool CollidingObj
381 {
382 get { return false; }
383 set { return; }
384 }
385
386
387 public override bool ThrottleUpdates {get;set;}
388
389 public override bool Stopped
390 {
391 get { return _zeroFlag; }
392 }
393
394 public override Vector3 Position
395 {
396 get
397 {
398 if (givefakepos > 0)
399 return fakepos;
400 else
401 return _position;
402 }
403
404 set
405 {
406 fakepos = value;
407 givefakepos++;
408 AddChange(changes.Position, value);
409 }
410 }
411
412 public override Vector3 Size
413 {
414 get { return _size; }
415 set
416 {
417 if (value.IsFinite())
418 {
419 _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, value, m_shapetype);
420 }
421 else
422 {
423 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
424 }
425 }
426 }
427
428 public override float Mass
429 {
430 get { return primMass; }
431 }
432
433 public override Vector3 Force
434 {
435 get { return m_force; }
436 set
437 {
438 if (value.IsFinite())
439 {
440 AddChange(changes.Force, value);
441 }
442 else
443 {
444 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
445 }
446 }
447 }
448
449 public override void SetVolumeDetect(int param)
450 {
451 m_fakeisVolumeDetect = (param != 0);
452 AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
453 }
454
455 public override Vector3 GeometricCenter
456 {
457 // this is not real geometric center but a average of positions relative to root prim acording to
458 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
459 // ignoring tortured prims details since sl also seems to ignore
460 // so no real use in doing it on physics
461 get
462 {
463 return Vector3.Zero;
464 }
465 }
466
467 public override Vector3 CenterOfMass
468 {
469 get
470 {
471 lock (_parent_scene.OdeLock)
472 {
473 d.Vector3 dtmp;
474 if (!childPrim && Body != IntPtr.Zero)
475 {
476 dtmp = d.BodyGetPosition(Body);
477 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
478 }
479 else if (prim_geom != IntPtr.Zero)
480 {
481 d.Quaternion dq;
482 d.GeomCopyQuaternion(prim_geom, out dq);
483 Quaternion q;
484 q.X = dq.X;
485 q.Y = dq.Y;
486 q.Z = dq.Z;
487 q.W = dq.W;
488
489 Vector3 Ptot = m_OBBOffset * q;
490 dtmp = d.GeomGetPosition(prim_geom);
491 Ptot.X += dtmp.X;
492 Ptot.Y += dtmp.Y;
493 Ptot.Z += dtmp.Z;
494
495 // if(childPrim) we only know about physical linksets
496 return Ptot;
497/*
498 float tmass = _mass;
499 Ptot *= tmass;
500
501 float m;
502
503 foreach (OdePrim prm in childrenPrim)
504 {
505 m = prm._mass;
506 Ptot += prm.CenterOfMass * m;
507 tmass += m;
508 }
509
510 if (tmass == 0)
511 tmass = 0;
512 else
513 tmass = 1.0f / tmass;
514
515 Ptot *= tmass;
516 return Ptot;
517*/
518 }
519 else
520 return _position;
521 }
522 }
523 }
524
525 public override Vector3 OOBsize
526 {
527 get
528 {
529 return m_OBB;
530 }
531 }
532
533 public override Vector3 OOBoffset
534 {
535 get
536 {
537 return m_OBBOffset;
538 }
539 }
540
541 public override float OOBRadiusSQ
542 {
543 get
544 {
545 return primOOBradiusSQ;
546 }
547 }
548
549 public override PrimitiveBaseShape Shape
550 {
551 set
552 {
553// AddChange(changes.Shape, value);
554 _parent_scene.m_meshWorker.ChangeActorPhysRep(this, value, _size, m_shapetype);
555 }
556 }
557
558 public override byte PhysicsShapeType
559 {
560 get
561 {
562 return m_shapetype;
563 }
564 set
565 {
566 m_shapetype = value;
567 _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, _size, value);
568 }
569 }
570
571 public override Vector3 Velocity
572 {
573 get
574 {
575 if (_zeroFlag)
576 return Vector3.Zero;
577 return _velocity;
578 }
579 set
580 {
581 if (value.IsFinite())
582 {
583 AddChange(changes.Velocity, value);
584 }
585 else
586 {
587 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
588 }
589
590 }
591 }
592
593 public override Vector3 Torque
594 {
595 get
596 {
597 if (!IsPhysical || Body == IntPtr.Zero)
598 return Vector3.Zero;
599
600 return m_torque;
601 }
602
603 set
604 {
605 if (value.IsFinite())
606 {
607 AddChange(changes.Torque, value);
608 }
609 else
610 {
611 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
612 }
613 }
614 }
615
616 public override float CollisionScore
617 {
618 get { return m_collisionscore; }
619 set { m_collisionscore = value; }
620 }
621
622 public override bool Kinematic
623 {
624 get { return false; }
625 set { }
626 }
627
628 public override Quaternion Orientation
629 {
630 get
631 {
632 if (givefakeori > 0)
633 return fakeori;
634 else
635
636 return _orientation;
637 }
638 set
639 {
640 if (QuaternionIsFinite(value))
641 {
642 fakeori = value;
643 givefakeori++;
644
645 value.Normalize();
646
647 AddChange(changes.Orientation, value);
648 }
649 else
650 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
651
652 }
653 }
654
655 public override Vector3 Acceleration
656 {
657 get { return _acceleration; }
658 set { }
659 }
660
661 public override Vector3 RotationalVelocity
662 {
663 get
664 {
665 Vector3 pv = Vector3.Zero;
666 if (_zeroFlag)
667 return pv;
668
669 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
670 return pv;
671
672 return m_rotationalVelocity;
673 }
674 set
675 {
676 if (value.IsFinite())
677 {
678 AddChange(changes.AngVelocity, value);
679 }
680 else
681 {
682 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
683 }
684 }
685 }
686
687 public override float Buoyancy
688 {
689 get { return m_buoyancy; }
690 set
691 {
692 AddChange(changes.Buoyancy,value);
693 }
694 }
695
696 public override bool FloatOnWater
697 {
698 set
699 {
700 AddChange(changes.CollidesWater, value);
701 }
702 }
703
704 public override Vector3 PIDTarget
705 {
706 set
707 {
708 if (value.IsFinite())
709 {
710 AddChange(changes.PIDTarget,value);
711 }
712 else
713 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
714 }
715 }
716
717 public override bool PIDActive
718 {
719 set
720 {
721 AddChange(changes.PIDActive,value);
722 }
723 }
724
725 public override float PIDTau
726 {
727 set
728 {
729 float tmp = 0;
730 if (value > 0)
731 {
732 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
733 if (value < mint)
734 tmp = mint;
735 else
736 tmp = value;
737 }
738 AddChange(changes.PIDTau,tmp);
739 }
740 }
741
742 public override float PIDHoverHeight
743 {
744 set
745 {
746 AddChange(changes.PIDHoverHeight,value);
747 }
748 }
749 public override bool PIDHoverActive
750 {
751 set
752 {
753 AddChange(changes.PIDHoverActive, value);
754 }
755 }
756
757 public override PIDHoverType PIDHoverType
758 {
759 set
760 {
761 AddChange(changes.PIDHoverType,value);
762 }
763 }
764
765 public override float PIDHoverTau
766 {
767 set
768 {
769 float tmp =0;
770 if (value > 0)
771 {
772 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
773 if (value < mint)
774 tmp = mint;
775 else
776 tmp = value;
777 }
778 AddChange(changes.PIDHoverTau, tmp);
779 }
780 }
781
782 public override Quaternion APIDTarget { set { return; } }
783
784 public override bool APIDActive { set { return; } }
785
786 public override float APIDStrength { set { return; } }
787
788 public override float APIDDamping { set { return; } }
789
790 public override int VehicleType
791 {
792 // we may need to put a fake on this
793 get
794 {
795 if (m_vehicle == null)
796 return (int)Vehicle.TYPE_NONE;
797 else
798 return (int)m_vehicle.Type;
799 }
800 set
801 {
802 AddChange(changes.VehicleType, value);
803 }
804 }
805
806 public override void VehicleFloatParam(int param, float value)
807 {
808 strVehicleFloatParam fp = new strVehicleFloatParam();
809 fp.param = param;
810 fp.value = value;
811 AddChange(changes.VehicleFloatParam, fp);
812 }
813
814 public override void VehicleVectorParam(int param, Vector3 value)
815 {
816 strVehicleVectorParam fp = new strVehicleVectorParam();
817 fp.param = param;
818 fp.value = value;
819 AddChange(changes.VehicleVectorParam, fp);
820 }
821
822 public override void VehicleRotationParam(int param, Quaternion value)
823 {
824 strVehicleQuatParam fp = new strVehicleQuatParam();
825 fp.param = param;
826 fp.value = value;
827 AddChange(changes.VehicleRotationParam, fp);
828 }
829
830 public override void VehicleFlags(int param, bool value)
831 {
832 strVehicleBoolParam bp = new strVehicleBoolParam();
833 bp.param = param;
834 bp.value = value;
835 AddChange(changes.VehicleFlags, bp);
836 }
837
838 public override void SetVehicle(object vdata)
839 {
840 AddChange(changes.SetVehicle, vdata);
841 }
842 public void SetAcceleration(Vector3 accel)
843 {
844 _acceleration = accel;
845 }
846
847 public override void AddForce(Vector3 force, bool pushforce)
848 {
849 if (force.IsFinite())
850 {
851 if(pushforce)
852 AddChange(changes.AddForce, force);
853 else // a impulse
854 AddChange(changes.AddForce, force * m_invTimeStep);
855 }
856 else
857 {
858 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
859 }
860 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
861 }
862
863 public override void AddAngularForce(Vector3 force, bool pushforce)
864 {
865 if (force.IsFinite())
866 {
867// if(pushforce) for now applyrotationimpulse seems more happy applied as a force
868 AddChange(changes.AddAngForce, force);
869// else // a impulse
870// AddChange(changes.AddAngForce, force * m_invTimeStep);
871 }
872 else
873 {
874 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
875 }
876 }
877
878 public override void CrossingFailure()
879 {
880 if (m_outbounds)
881 {
882 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
883 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
884 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
885
886 m_lastposition = _position;
887 _velocity.X = 0;
888 _velocity.Y = 0;
889 _velocity.Z = 0;
890
891 m_lastVelocity = _velocity;
892 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
893 m_vehicle.Stop();
894
895 if(Body != IntPtr.Zero)
896 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
897 if (prim_geom != IntPtr.Zero)
898 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
899
900 m_outbounds = false;
901 changeDisable(false);
902 base.RequestPhysicsterseUpdate();
903 }
904 }
905
906 public override void SetMomentum(Vector3 momentum)
907 {
908 }
909
910 public override void SetMaterial(int pMaterial)
911 {
912 m_material = pMaterial;
913 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
914 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
915 }
916
917 public void setPrimForRemoval()
918 {
919 AddChange(changes.Remove, null);
920 }
921
922 public override void link(PhysicsActor obj)
923 {
924 AddChange(changes.Link, obj);
925 }
926
927 public override void delink()
928 {
929 AddChange(changes.DeLink, null);
930 }
931
932 public override void LockAngularMotion(Vector3 axis)
933 {
934 // reverse the zero/non zero values for ODE.
935 if (axis.IsFinite())
936 {
937 axis.X = (axis.X > 0) ? 1f : 0f;
938 axis.Y = (axis.Y > 0) ? 1f : 0f;
939 axis.Z = (axis.Z > 0) ? 1f : 0f;
940// m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
941 AddChange(changes.AngLock, axis);
942 }
943 else
944 {
945 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
946 }
947 }
948
949 public override void SubscribeEvents(int ms)
950 {
951 m_eventsubscription = ms;
952 m_cureventsubscription = 0;
953 if (CollisionEventsThisFrame == null)
954 CollisionEventsThisFrame = new CollisionEventUpdate();
955 SentEmptyCollisionsEvent = false;
956 }
957
958 public override void UnSubscribeEvents()
959 {
960 if (CollisionEventsThisFrame != null)
961 {
962 CollisionEventsThisFrame.Clear();
963 CollisionEventsThisFrame = null;
964 }
965 m_eventsubscription = 0;
966 _parent_scene.RemoveCollisionEventReporting(this);
967 }
968
969 public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
970 {
971 if (CollisionEventsThisFrame == null)
972 CollisionEventsThisFrame = new CollisionEventUpdate();
973// if(CollisionEventsThisFrame.Count < 32)
974 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
975 }
976
977 public void SendCollisions()
978 {
979 if (CollisionEventsThisFrame == null)
980 return;
981
982 if (m_cureventsubscription < m_eventsubscription)
983 return;
984
985 m_cureventsubscription = 0;
986
987 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
988
989 if (!SentEmptyCollisionsEvent || ncolisions > 0)
990 {
991 base.SendCollisionUpdate(CollisionEventsThisFrame);
992
993 if (ncolisions == 0)
994 {
995 SentEmptyCollisionsEvent = true;
996 _parent_scene.RemoveCollisionEventReporting(this);
997 }
998 else
999 {
1000 SentEmptyCollisionsEvent = false;
1001 CollisionEventsThisFrame.Clear();
1002 }
1003 }
1004 }
1005
1006 internal void AddCollisionFrameTime(int t)
1007 {
1008 if (m_cureventsubscription < 50000)
1009 m_cureventsubscription += t;
1010 }
1011
1012 public override bool SubscribedEvents()
1013 {
1014 if (m_eventsubscription > 0)
1015 return true;
1016 return false;
1017 }
1018
1019 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
1020 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
1021 {
1022 Name = primName;
1023 LocalID = plocalID;
1024
1025 m_vehicle = null;
1026
1027 if (!pos.IsFinite())
1028 {
1029 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
1030 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
1031 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
1032 }
1033 _position = pos;
1034 givefakepos = 0;
1035
1036 m_timeStep = parent_scene.ODE_STEPSIZE;
1037 m_invTimeStep = 1f / m_timeStep;
1038
1039 m_density = parent_scene.geomDefaultDensity;
1040 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
1041
1042 prim_geom = IntPtr.Zero;
1043 collide_geom = IntPtr.Zero;
1044 Body = IntPtr.Zero;
1045
1046 if (!size.IsFinite())
1047 {
1048 size = new Vector3(0.5f, 0.5f, 0.5f);
1049 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
1050 }
1051
1052 if (size.X <= 0) size.X = 0.01f;
1053 if (size.Y <= 0) size.Y = 0.01f;
1054 if (size.Z <= 0) size.Z = 0.01f;
1055
1056 _size = size;
1057
1058 if (!QuaternionIsFinite(rotation))
1059 {
1060 rotation = Quaternion.Identity;
1061 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
1062 }
1063
1064 _orientation = rotation;
1065 givefakeori = 0;
1066
1067 _pbs = pbs;
1068
1069 _parent_scene = parent_scene;
1070 m_targetSpace = IntPtr.Zero;
1071
1072 if (pos.Z < 0)
1073 {
1074 m_isphysical = false;
1075 }
1076 else
1077 {
1078 m_isphysical = pisPhysical;
1079 }
1080 m_fakeisphysical = m_isphysical;
1081
1082 m_isVolumeDetect = false;
1083 m_fakeisVolumeDetect = false;
1084
1085 m_force = Vector3.Zero;
1086
1087 m_iscolliding = false;
1088 m_colliderfilter = 0;
1089 m_NoColide = false;
1090
1091 _triMeshData = IntPtr.Zero;
1092
1093 m_shapetype = _shapeType;
1094
1095 m_lastdoneSelected = false;
1096 m_isSelected = false;
1097 m_delaySelect = false;
1098
1099 m_isphantom = pisPhantom;
1100 m_fakeisphantom = pisPhantom;
1101
1102 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
1103 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
1104
1105 m_building = true; // control must set this to false when done
1106
1107 // get basic mass parameters
1108 ODEPhysRepData repData = _parent_scene.m_meshWorker.NewActorPhysRep(this, _pbs, _size, m_shapetype);
1109
1110 primVolume = repData.volume;
1111 m_OBB = repData.OBB;
1112 m_OBBOffset = repData.OBBOffset;
1113
1114 UpdatePrimBodyData();
1115 }
1116
1117 private void resetCollisionAccounting()
1118 {
1119 m_collisionscore = 0;
1120 }
1121
1122 private void UpdateCollisionCatFlags()
1123 {
1124 if(m_isphysical && m_disabled)
1125 {
1126 m_collisionCategories = 0;
1127 m_collisionFlags = 0;
1128 }
1129
1130 else if (m_isSelected)
1131 {
1132 m_collisionCategories = CollisionCategories.Selected;
1133 m_collisionFlags = 0;
1134 }
1135
1136 else if (m_isVolumeDetect)
1137 {
1138 m_collisionCategories = CollisionCategories.VolumeDtc;
1139 if (m_isphysical)
1140 m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1141 else
1142 m_collisionFlags = 0;
1143 }
1144 else if (m_isphantom)
1145 {
1146 m_collisionCategories = CollisionCategories.Phantom;
1147 if (m_isphysical)
1148 m_collisionFlags = CollisionCategories.Land;
1149 else
1150 m_collisionFlags = 0;
1151 }
1152 else
1153 {
1154 m_collisionCategories = CollisionCategories.Geom;
1155 if (m_isphysical)
1156 m_collisionFlags = m_default_collisionFlagsPhysical;
1157 else
1158 m_collisionFlags = m_default_collisionFlagsNotPhysical;
1159 }
1160 }
1161
1162 private void ApplyCollisionCatFlags()
1163 {
1164 if (prim_geom != IntPtr.Zero)
1165 {
1166 if (!childPrim && childrenPrim.Count > 0)
1167 {
1168 foreach (OdePrim prm in childrenPrim)
1169 {
1170 if (m_isphysical && m_disabled)
1171 {
1172 prm.m_collisionCategories = 0;
1173 prm.m_collisionFlags = 0;
1174 }
1175 else
1176 {
1177 // preserve some
1178 if (prm.m_isSelected)
1179 {
1180 prm.m_collisionCategories = CollisionCategories.Selected;
1181 prm.m_collisionFlags = 0;
1182 }
1183 else if (prm.m_isVolumeDetect)
1184 {
1185 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1186 if (m_isphysical)
1187 prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1188 else
1189 prm.m_collisionFlags = 0;
1190 }
1191 else if (prm.m_isphantom)
1192 {
1193 prm.m_collisionCategories = CollisionCategories.Phantom;
1194 if (m_isphysical)
1195 prm.m_collisionFlags = CollisionCategories.Land;
1196 else
1197 prm.m_collisionFlags = 0;
1198 }
1199 else
1200 {
1201 prm.m_collisionCategories = m_collisionCategories;
1202 prm.m_collisionFlags = m_collisionFlags;
1203 }
1204 }
1205
1206 if (prm.prim_geom != IntPtr.Zero)
1207 {
1208 if (prm.m_NoColide)
1209 {
1210 d.GeomSetCategoryBits(prm.prim_geom, 0);
1211 if (m_isphysical)
1212 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1213 else
1214 d.GeomSetCollideBits(prm.prim_geom, 0);
1215 }
1216 else
1217 {
1218 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1219 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1220 }
1221 }
1222 }
1223 }
1224
1225 if (m_NoColide)
1226 {
1227 d.GeomSetCategoryBits(prim_geom, 0);
1228 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1229 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1230 {
1231 d.GeomSetCategoryBits(collide_geom, 0);
1232 d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
1233 }
1234 }
1235 else
1236 {
1237 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1238 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1239 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1240 {
1241 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
1242 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
1243 }
1244 }
1245 }
1246 }
1247
1248 private void createAMotor(Vector3 axis)
1249 {
1250 if (Body == IntPtr.Zero)
1251 return;
1252
1253 if (Amotor != IntPtr.Zero)
1254 {
1255 d.JointDestroy(Amotor);
1256 Amotor = IntPtr.Zero;
1257 }
1258
1259 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
1260
1261 if (axisnum <= 0)
1262 return;
1263
1264 // stop it
1265 d.BodySetTorque(Body, 0, 0, 0);
1266 d.BodySetAngularVel(Body, 0, 0, 0);
1267
1268 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
1269 d.JointAttach(Amotor, Body, IntPtr.Zero);
1270
1271 d.JointSetAMotorMode(Amotor, 0);
1272
1273 d.JointSetAMotorNumAxes(Amotor, axisnum);
1274
1275 // get current orientation to lock
1276
1277 d.Quaternion dcur = d.BodyGetQuaternion(Body);
1278 Quaternion curr; // crap convertion between identical things
1279 curr.X = dcur.X;
1280 curr.Y = dcur.Y;
1281 curr.Z = dcur.Z;
1282 curr.W = dcur.W;
1283 Vector3 ax;
1284
1285 int i = 0;
1286 int j = 0;
1287 if (axis.X == 0)
1288 {
1289 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1290 // ODE should do this with axis relative to body 1 but seems to fail
1291 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1292 d.JointSetAMotorAngle(Amotor, 0, 0);
1293 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
1294 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
1295 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1296 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1297 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1298 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1299 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1300 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1301 i++;
1302 j = 256; // move to next axis set
1303 }
1304
1305 if (axis.Y == 0)
1306 {
1307 ax = (new Vector3(0, 1, 0)) * curr;
1308 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1309 d.JointSetAMotorAngle(Amotor, i, 0);
1310 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1311 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1312 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1313 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1314 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1315 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1316 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1317 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1318 i++;
1319 j += 256;
1320 }
1321
1322 if (axis.Z == 0)
1323 {
1324 ax = (new Vector3(0, 0, 1)) * curr;
1325 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1326 d.JointSetAMotorAngle(Amotor, i, 0);
1327 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1328 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1329 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1330 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1331 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1332 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1333 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1334 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1335 }
1336 }
1337
1338
1339 private void SetGeom(IntPtr geom)
1340 {
1341 prim_geom = geom;
1342 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1343 if (prim_geom != IntPtr.Zero)
1344 {
1345
1346 if (m_NoColide)
1347 {
1348 d.GeomSetCategoryBits(prim_geom, 0);
1349 if (m_isphysical)
1350 {
1351 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1352 }
1353 else
1354 {
1355 d.GeomSetCollideBits(prim_geom, 0);
1356 d.GeomDisable(prim_geom);
1357 }
1358 }
1359 else
1360 {
1361 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1362 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1363 }
1364
1365 UpdatePrimBodyData();
1366 _parent_scene.actor_name_map[prim_geom] = this;
1367
1368/*
1369// debug
1370 d.AABB aabb;
1371 d.GeomGetAABB(prim_geom, out aabb);
1372 float x = aabb.MaxX - aabb.MinX;
1373 float y = aabb.MaxY - aabb.MinY;
1374 float z = aabb.MaxZ - aabb.MinZ;
1375 if( x > 60.0f || y > 60.0f || z > 60.0f)
1376 m_log.WarnFormat("[PHYSICS]: large prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}",
1377 Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString());
1378 else if (x < 0.001f || y < 0.001f || z < 0.001f)
1379 m_log.WarnFormat("[PHYSICS]: small prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}",
1380 Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString());
1381
1382//
1383*/
1384
1385 }
1386 else
1387 m_log.Warn("Setting bad Geom");
1388 }
1389
1390 private bool GetMeshGeom()
1391 {
1392 IntPtr vertices, indices;
1393 int vertexCount, indexCount;
1394 int vertexStride, triStride;
1395
1396 IMesh mesh = m_mesh;
1397
1398 if (mesh == null)
1399 return false;
1400
1401 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount);
1402 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount);
1403
1404 if (vertexCount == 0 || indexCount == 0)
1405 {
1406 m_log.WarnFormat("[PHYSICS]: Invalid mesh data on OdePrim {0}, mesh {1} at {2}",
1407 Name, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh",_position.ToString());
1408
1409 m_hasOBB = false;
1410 m_OBBOffset = Vector3.Zero;
1411 m_OBB = _size * 0.5f;
1412
1413 m_physCost = 0.1f;
1414 m_streamCost = 1.0f;
1415
1416 _parent_scene.mesher.ReleaseMesh(mesh);
1417 m_meshState = MeshState.MeshFailed;
1418 m_mesh = null;
1419 return false;
1420 }
1421
1422 IntPtr geo = IntPtr.Zero;
1423
1424 try
1425 {
1426 _triMeshData = d.GeomTriMeshDataCreate();
1427
1428 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1429 d.GeomTriMeshDataPreprocess(_triMeshData);
1430
1431 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1432 }
1433
1434 catch (Exception e)
1435 {
1436 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1437 if (_triMeshData != IntPtr.Zero)
1438 {
1439 try
1440 {
1441 d.GeomTriMeshDataDestroy(_triMeshData);
1442 }
1443 catch
1444 {
1445 }
1446 }
1447 _triMeshData = IntPtr.Zero;
1448
1449 m_hasOBB = false;
1450 m_OBBOffset = Vector3.Zero;
1451 m_OBB = _size * 0.5f;
1452 m_physCost = 0.1f;
1453 m_streamCost = 1.0f;
1454
1455 _parent_scene.mesher.ReleaseMesh(mesh);
1456 m_meshState = MeshState.MeshFailed;
1457 m_mesh = null;
1458 return false;
1459 }
1460
1461 m_physCost = 0.0013f * (float)indexCount;
1462 // todo
1463 m_streamCost = 1.0f;
1464
1465 SetGeom(geo);
1466
1467 return true;
1468 }
1469
1470 private void CreateGeom()
1471 {
1472 bool hasMesh = false;
1473
1474 m_NoColide = false;
1475
1476 if ((m_meshState & MeshState.MeshNoColide) != 0)
1477 m_NoColide = true;
1478
1479 else if(m_mesh != null)
1480 {
1481 if (GetMeshGeom())
1482 hasMesh = true;
1483 else
1484 m_NoColide = true;
1485 }
1486
1487
1488 if (!hasMesh)
1489 {
1490 IntPtr geo = IntPtr.Zero;
1491
1492 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1493 && _size.X == _size.Y && _size.Y == _size.Z)
1494 { // it's a sphere
1495 try
1496 {
1497 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
1498 }
1499 catch (Exception e)
1500 {
1501 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1502 return;
1503 }
1504 }
1505 else
1506 {// do it as a box
1507 try
1508 {
1509 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
1510 }
1511 catch (Exception e)
1512 {
1513 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1514 return;
1515 }
1516 }
1517 m_physCost = 0.1f;
1518 m_streamCost = 1.0f;
1519 SetGeom(geo);
1520 }
1521 }
1522
1523 private void RemoveGeom()
1524 {
1525 if (prim_geom != IntPtr.Zero)
1526 {
1527 _parent_scene.actor_name_map.Remove(prim_geom);
1528
1529 try
1530 {
1531 d.GeomDestroy(prim_geom);
1532 if (_triMeshData != IntPtr.Zero)
1533 {
1534 d.GeomTriMeshDataDestroy(_triMeshData);
1535 _triMeshData = IntPtr.Zero;
1536 }
1537 }
1538 catch (Exception e)
1539 {
1540 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1541 }
1542
1543 prim_geom = IntPtr.Zero;
1544 collide_geom = IntPtr.Zero;
1545 m_targetSpace = IntPtr.Zero;
1546 }
1547 else
1548 {
1549 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1550 }
1551
1552 lock (m_meshlock)
1553 {
1554 if (m_mesh != null)
1555 {
1556 _parent_scene.mesher.ReleaseMesh(m_mesh);
1557 m_mesh = null;
1558 }
1559 }
1560
1561 Body = IntPtr.Zero;
1562 m_hasOBB = false;
1563 }
1564
1565 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1566 // should only be called for non physical prims unless they are becoming non physical
1567 private void SetInStaticSpace(OdePrim prim)
1568 {
1569 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1570 prim.m_targetSpace = targetSpace;
1571 collide_geom = IntPtr.Zero;
1572 }
1573
1574 public void enableBodySoft()
1575 {
1576 m_disabled = false;
1577 if (!childPrim && !m_isSelected)
1578 {
1579 if (m_isphysical && Body != IntPtr.Zero)
1580 {
1581 UpdateCollisionCatFlags();
1582 ApplyCollisionCatFlags();
1583
1584 d.BodyEnable(Body);
1585 }
1586 }
1587 resetCollisionAccounting();
1588 }
1589
1590 private void disableBodySoft()
1591 {
1592 m_disabled = true;
1593 if (!childPrim)
1594 {
1595 if (m_isphysical && Body != IntPtr.Zero)
1596 {
1597 if (m_isSelected)
1598 m_collisionFlags = CollisionCategories.Selected;
1599 else
1600 m_collisionCategories = 0;
1601 m_collisionFlags = 0;
1602 ApplyCollisionCatFlags();
1603 d.BodyDisable(Body);
1604 }
1605 }
1606 }
1607
1608 private void MakeBody()
1609 {
1610 if (!m_isphysical) // only physical get bodies
1611 return;
1612
1613 if (childPrim) // child prims don't get bodies;
1614 return;
1615
1616 if (m_building)
1617 return;
1618
1619 if (prim_geom == IntPtr.Zero)
1620 {
1621 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1622 return;
1623 }
1624
1625 if (Body != IntPtr.Zero)
1626 {
1627 DestroyBody();
1628 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1629 }
1630
1631 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1632 {
1633 d.GeomSetBody(prim_geom, IntPtr.Zero);
1634 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1635 }
1636
1637 d.Matrix3 mymat = new d.Matrix3();
1638 d.Quaternion myrot = new d.Quaternion();
1639 d.Mass objdmass = new d.Mass { };
1640
1641 Body = d.BodyCreate(_parent_scene.world);
1642
1643 objdmass = primdMass;
1644
1645 // rotate inertia
1646 myrot.X = _orientation.X;
1647 myrot.Y = _orientation.Y;
1648 myrot.Z = _orientation.Z;
1649 myrot.W = _orientation.W;
1650
1651 d.RfromQ(out mymat, ref myrot);
1652 d.MassRotate(ref objdmass, ref mymat);
1653
1654 // set the body rotation
1655 d.BodySetRotation(Body, ref mymat);
1656
1657 // recompute full object inertia if needed
1658 if (childrenPrim.Count > 0)
1659 {
1660 d.Matrix3 mat = new d.Matrix3();
1661 d.Quaternion quat = new d.Quaternion();
1662 d.Mass tmpdmass = new d.Mass { };
1663 Vector3 rcm;
1664
1665 rcm.X = _position.X;
1666 rcm.Y = _position.Y;
1667 rcm.Z = _position.Z;
1668
1669 lock (childrenPrim)
1670 {
1671 foreach (OdePrim prm in childrenPrim)
1672 {
1673 if (prm.prim_geom == IntPtr.Zero)
1674 {
1675 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1676 continue;
1677 }
1678
1679 tmpdmass = prm.primdMass;
1680
1681 // apply prim current rotation to inertia
1682 quat.X = prm._orientation.X;
1683 quat.Y = prm._orientation.Y;
1684 quat.Z = prm._orientation.Z;
1685 quat.W = prm._orientation.W;
1686 d.RfromQ(out mat, ref quat);
1687 d.MassRotate(ref tmpdmass, ref mat);
1688
1689 Vector3 ppos = prm._position;
1690 ppos.X -= rcm.X;
1691 ppos.Y -= rcm.Y;
1692 ppos.Z -= rcm.Z;
1693 // refer inertia to root prim center of mass position
1694 d.MassTranslate(ref tmpdmass,
1695 ppos.X,
1696 ppos.Y,
1697 ppos.Z);
1698
1699 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1700 // fix prim colision cats
1701
1702 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1703 {
1704 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1705 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1706 }
1707
1708 d.GeomClearOffset(prm.prim_geom);
1709 d.GeomSetBody(prm.prim_geom, Body);
1710 prm.Body = Body;
1711 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1712 }
1713 }
1714 }
1715
1716 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1717 // associate root geom with body
1718 d.GeomSetBody(prim_geom, Body);
1719
1720 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1721 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1722
1723 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1724 myrot.X = -myrot.X;
1725 myrot.Y = -myrot.Y;
1726 myrot.Z = -myrot.Z;
1727
1728 d.RfromQ(out mymat, ref myrot);
1729 d.MassRotate(ref objdmass, ref mymat);
1730
1731 d.BodySetMass(Body, ref objdmass);
1732 _mass = objdmass.mass;
1733
1734 // disconnect from world gravity so we can apply buoyancy
1735 d.BodySetGravityMode(Body, false);
1736
1737 d.BodySetAutoDisableFlag(Body, true);
1738 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1739 d.BodySetDamping(Body, .005f, .005f);
1740
1741 if (m_targetSpace != IntPtr.Zero)
1742 {
1743 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1744 if (d.SpaceQuery(m_targetSpace, prim_geom))
1745 d.SpaceRemove(m_targetSpace, prim_geom);
1746 }
1747
1748 if (childrenPrim.Count == 0)
1749 {
1750 collide_geom = prim_geom;
1751 m_targetSpace = _parent_scene.ActiveSpace;
1752 }
1753 else
1754 {
1755 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1756 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1757 d.SpaceSetSublevel(m_targetSpace, 3);
1758 d.SpaceSetCleanup(m_targetSpace, false);
1759
1760 d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
1761 CollisionCategories.Geom |
1762 CollisionCategories.Phantom |
1763 CollisionCategories.VolumeDtc
1764 ));
1765 d.GeomSetCollideBits(m_targetSpace, 0);
1766 collide_geom = m_targetSpace;
1767 }
1768
1769 d.SpaceAdd(m_targetSpace, prim_geom);
1770
1771 if (m_delaySelect)
1772 {
1773 m_isSelected = true;
1774 m_delaySelect = false;
1775 }
1776
1777 m_collisionscore = 0;
1778
1779 UpdateCollisionCatFlags();
1780 ApplyCollisionCatFlags();
1781
1782 _parent_scene.addActivePrim(this);
1783
1784 lock (childrenPrim)
1785 {
1786 foreach (OdePrim prm in childrenPrim)
1787 {
1788 if (prm.prim_geom == IntPtr.Zero)
1789 continue;
1790
1791 Vector3 ppos = prm._position;
1792 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1793
1794 if (prm.m_targetSpace != m_targetSpace)
1795 {
1796 if (prm.m_targetSpace != IntPtr.Zero)
1797 {
1798 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1799 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1800 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1801 }
1802 prm.m_targetSpace = m_targetSpace;
1803 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1804 }
1805
1806 prm.m_collisionscore = 0;
1807
1808 if(!m_disabled)
1809 prm.m_disabled = false;
1810
1811 _parent_scene.addActivePrim(prm);
1812 }
1813 }
1814
1815 // The body doesn't already have a finite rotation mode set here
1816 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1817 {
1818 createAMotor(m_angularlock);
1819 }
1820
1821
1822 if (m_isSelected || m_disabled)
1823 {
1824 d.BodyDisable(Body);
1825 }
1826 else
1827 {
1828 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1829 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1830 }
1831 _parent_scene.addActiveGroups(this);
1832 }
1833
1834 private void DestroyBody()
1835 {
1836 if (Body != IntPtr.Zero)
1837 {
1838 _parent_scene.remActivePrim(this);
1839
1840 collide_geom = IntPtr.Zero;
1841
1842 if (m_disabled)
1843 m_collisionCategories = 0;
1844 else if (m_isSelected)
1845 m_collisionCategories = CollisionCategories.Selected;
1846 else if (m_isVolumeDetect)
1847 m_collisionCategories = CollisionCategories.VolumeDtc;
1848 else if (m_isphantom)
1849 m_collisionCategories = CollisionCategories.Phantom;
1850 else
1851 m_collisionCategories = CollisionCategories.Geom;
1852
1853 m_collisionFlags = 0;
1854
1855 if (prim_geom != IntPtr.Zero)
1856 {
1857 if (m_NoColide)
1858 {
1859 d.GeomSetCategoryBits(prim_geom, 0);
1860 d.GeomSetCollideBits(prim_geom, 0);
1861 }
1862 else
1863 {
1864 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1865 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1866 }
1867 UpdateDataFromGeom();
1868 d.GeomSetBody(prim_geom, IntPtr.Zero);
1869 SetInStaticSpace(this);
1870 }
1871
1872 if (!childPrim)
1873 {
1874 lock (childrenPrim)
1875 {
1876 foreach (OdePrim prm in childrenPrim)
1877 {
1878 _parent_scene.remActivePrim(prm);
1879
1880 if (prm.m_isSelected)
1881 prm.m_collisionCategories = CollisionCategories.Selected;
1882 else if (prm.m_isVolumeDetect)
1883 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1884 else if (prm.m_isphantom)
1885 prm.m_collisionCategories = CollisionCategories.Phantom;
1886 else
1887 prm.m_collisionCategories = CollisionCategories.Geom;
1888
1889 prm.m_collisionFlags = 0;
1890
1891 if (prm.prim_geom != IntPtr.Zero)
1892 {
1893 if (prm.m_NoColide)
1894 {
1895 d.GeomSetCategoryBits(prm.prim_geom, 0);
1896 d.GeomSetCollideBits(prm.prim_geom, 0);
1897 }
1898 else
1899 {
1900 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1901 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1902 }
1903 prm.UpdateDataFromGeom();
1904 SetInStaticSpace(prm);
1905 }
1906 prm.Body = IntPtr.Zero;
1907 prm._mass = prm.primMass;
1908 prm.m_collisionscore = 0;
1909 }
1910 }
1911 if (Amotor != IntPtr.Zero)
1912 {
1913 d.JointDestroy(Amotor);
1914 Amotor = IntPtr.Zero;
1915 }
1916 _parent_scene.remActiveGroup(this);
1917 d.BodyDestroy(Body);
1918 }
1919 Body = IntPtr.Zero;
1920 }
1921 _mass = primMass;
1922 m_collisionscore = 0;
1923 }
1924
1925 private void FixInertia(Vector3 NewPos,Quaternion newrot)
1926 {
1927 d.Matrix3 mat = new d.Matrix3();
1928 d.Quaternion quat = new d.Quaternion();
1929
1930 d.Mass tmpdmass = new d.Mass { };
1931 d.Mass objdmass = new d.Mass { };
1932
1933 d.BodyGetMass(Body, out tmpdmass);
1934 objdmass = tmpdmass;
1935
1936 d.Vector3 dobjpos;
1937 d.Vector3 thispos;
1938
1939 // get current object position and rotation
1940 dobjpos = d.BodyGetPosition(Body);
1941
1942 // get prim own inertia in its local frame
1943 tmpdmass = primdMass;
1944
1945 // transform to object frame
1946 mat = d.GeomGetOffsetRotation(prim_geom);
1947 d.MassRotate(ref tmpdmass, ref mat);
1948
1949 thispos = d.GeomGetOffsetPosition(prim_geom);
1950 d.MassTranslate(ref tmpdmass,
1951 thispos.X,
1952 thispos.Y,
1953 thispos.Z);
1954
1955 // subtract current prim inertia from object
1956 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1957
1958 // back prim own inertia
1959 tmpdmass = primdMass;
1960
1961 // update to new position and orientation
1962 _position = NewPos;
1963 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
1964 _orientation = newrot;
1965 quat.X = newrot.X;
1966 quat.Y = newrot.Y;
1967 quat.Z = newrot.Z;
1968 quat.W = newrot.W;
1969 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
1970
1971 mat = d.GeomGetOffsetRotation(prim_geom);
1972 d.MassRotate(ref tmpdmass, ref mat);
1973
1974 thispos = d.GeomGetOffsetPosition(prim_geom);
1975 d.MassTranslate(ref tmpdmass,
1976 thispos.X,
1977 thispos.Y,
1978 thispos.Z);
1979
1980 d.MassAdd(ref objdmass, ref tmpdmass);
1981
1982 // fix all positions
1983 IntPtr g = d.BodyGetFirstGeom(Body);
1984 while (g != IntPtr.Zero)
1985 {
1986 thispos = d.GeomGetOffsetPosition(g);
1987 thispos.X -= objdmass.c.X;
1988 thispos.Y -= objdmass.c.Y;
1989 thispos.Z -= objdmass.c.Z;
1990 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
1991 g = d.dBodyGetNextGeom(g);
1992 }
1993 d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
1994
1995 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
1996 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1997 d.BodySetMass(Body, ref objdmass);
1998 _mass = objdmass.mass;
1999 }
2000
2001
2002
2003 private void FixInertia(Vector3 NewPos)
2004 {
2005 d.Matrix3 primmat = new d.Matrix3();
2006 d.Mass tmpdmass = new d.Mass { };
2007 d.Mass objdmass = new d.Mass { };
2008 d.Mass primmass = new d.Mass { };
2009
2010 d.Vector3 dobjpos;
2011 d.Vector3 thispos;
2012
2013 d.BodyGetMass(Body, out objdmass);
2014
2015 // get prim own inertia in its local frame
2016 primmass = primdMass;
2017 // transform to object frame
2018 primmat = d.GeomGetOffsetRotation(prim_geom);
2019 d.MassRotate(ref primmass, ref primmat);
2020
2021 tmpdmass = primmass;
2022
2023 thispos = d.GeomGetOffsetPosition(prim_geom);
2024 d.MassTranslate(ref tmpdmass,
2025 thispos.X,
2026 thispos.Y,
2027 thispos.Z);
2028
2029 // subtract current prim inertia from object
2030 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2031
2032 // update to new position
2033 _position = NewPos;
2034 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
2035
2036 thispos = d.GeomGetOffsetPosition(prim_geom);
2037 d.MassTranslate(ref primmass,
2038 thispos.X,
2039 thispos.Y,
2040 thispos.Z);
2041
2042 d.MassAdd(ref objdmass, ref primmass);
2043
2044 // fix all positions
2045 IntPtr g = d.BodyGetFirstGeom(Body);
2046 while (g != IntPtr.Zero)
2047 {
2048 thispos = d.GeomGetOffsetPosition(g);
2049 thispos.X -= objdmass.c.X;
2050 thispos.Y -= objdmass.c.Y;
2051 thispos.Z -= objdmass.c.Z;
2052 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2053 g = d.dBodyGetNextGeom(g);
2054 }
2055
2056 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2057
2058 // get current object position and rotation
2059 dobjpos = d.BodyGetPosition(Body);
2060
2061 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2062 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2063 d.BodySetMass(Body, ref objdmass);
2064 _mass = objdmass.mass;
2065 }
2066
2067 private void FixInertia(Quaternion newrot)
2068 {
2069 d.Matrix3 mat = new d.Matrix3();
2070 d.Quaternion quat = new d.Quaternion();
2071
2072 d.Mass tmpdmass = new d.Mass { };
2073 d.Mass objdmass = new d.Mass { };
2074 d.Vector3 dobjpos;
2075 d.Vector3 thispos;
2076
2077 d.BodyGetMass(Body, out objdmass);
2078
2079 // get prim own inertia in its local frame
2080 tmpdmass = primdMass;
2081 mat = d.GeomGetOffsetRotation(prim_geom);
2082 d.MassRotate(ref tmpdmass, ref mat);
2083 // transform to object frame
2084 thispos = d.GeomGetOffsetPosition(prim_geom);
2085 d.MassTranslate(ref tmpdmass,
2086 thispos.X,
2087 thispos.Y,
2088 thispos.Z);
2089
2090 // subtract current prim inertia from object
2091 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2092
2093 // update to new orientation
2094 _orientation = newrot;
2095 quat.X = newrot.X;
2096 quat.Y = newrot.Y;
2097 quat.Z = newrot.Z;
2098 quat.W = newrot.W;
2099 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2100
2101 tmpdmass = primdMass;
2102 mat = d.GeomGetOffsetRotation(prim_geom);
2103 d.MassRotate(ref tmpdmass, ref mat);
2104 d.MassTranslate(ref tmpdmass,
2105 thispos.X,
2106 thispos.Y,
2107 thispos.Z);
2108
2109 d.MassAdd(ref objdmass, ref tmpdmass);
2110
2111 // fix all positions
2112 IntPtr g = d.BodyGetFirstGeom(Body);
2113 while (g != IntPtr.Zero)
2114 {
2115 thispos = d.GeomGetOffsetPosition(g);
2116 thispos.X -= objdmass.c.X;
2117 thispos.Y -= objdmass.c.Y;
2118 thispos.Z -= objdmass.c.Z;
2119 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2120 g = d.dBodyGetNextGeom(g);
2121 }
2122
2123 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2124 // get current object position and rotation
2125 dobjpos = d.BodyGetPosition(Body);
2126
2127 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2128 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2129 d.BodySetMass(Body, ref objdmass);
2130 _mass = objdmass.mass;
2131 }
2132
2133
2134 #region Mass Calculation
2135
2136 private void UpdatePrimBodyData()
2137 {
2138 primMass = m_density * primVolume;
2139
2140 if (primMass <= 0)
2141 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2142 if (primMass > _parent_scene.maximumMassObject)
2143 primMass = _parent_scene.maximumMassObject;
2144
2145 _mass = primMass; // just in case
2146
2147 d.MassSetBoxTotal(out primdMass, primMass, m_OBB.X, m_OBB.Y, m_OBB.Z);
2148
2149 d.MassTranslate(ref primdMass,
2150 m_OBBOffset.X,
2151 m_OBBOffset.Y,
2152 m_OBBOffset.Z);
2153
2154 primOOBradiusSQ = m_OBB.LengthSquared();
2155
2156 if (_triMeshData != IntPtr.Zero)
2157 {
2158 float pc = m_physCost;
2159 float psf = primOOBradiusSQ;
2160 psf *= 1.33f * .2f;
2161 pc *= psf;
2162 if (pc < 0.1f)
2163 pc = 0.1f;
2164
2165 m_physCost = pc;
2166 }
2167 else
2168 m_physCost = 0.1f;
2169
2170 m_streamCost = 1.0f;
2171 }
2172
2173 #endregion
2174
2175
2176 /// <summary>
2177 /// Add a child prim to this parent prim.
2178 /// </summary>
2179 /// <param name="prim">Child prim</param>
2180 // I'm the parent
2181 // prim is the child
2182 public void ParentPrim(OdePrim prim)
2183 {
2184 //Console.WriteLine("ParentPrim " + m_primName);
2185 if (this.m_localID != prim.m_localID)
2186 {
2187 DestroyBody(); // for now we need to rebuil entire object on link change
2188
2189 lock (childrenPrim)
2190 {
2191 // adopt the prim
2192 if (!childrenPrim.Contains(prim))
2193 childrenPrim.Add(prim);
2194
2195 // see if this prim has kids and adopt them also
2196 // should not happen for now
2197 foreach (OdePrim prm in prim.childrenPrim)
2198 {
2199 if (!childrenPrim.Contains(prm))
2200 {
2201 if (prm.Body != IntPtr.Zero)
2202 {
2203 if (prm.prim_geom != IntPtr.Zero)
2204 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2205 if (prm.Body != prim.Body)
2206 prm.DestroyBody(); // don't loose bodies around
2207 prm.Body = IntPtr.Zero;
2208 }
2209
2210 childrenPrim.Add(prm);
2211 prm._parent = this;
2212 }
2213 }
2214 }
2215 //Remove old children from the prim
2216 prim.childrenPrim.Clear();
2217
2218 if (prim.Body != IntPtr.Zero)
2219 {
2220 if (prim.prim_geom != IntPtr.Zero)
2221 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2222 prim.DestroyBody(); // don't loose bodies around
2223 prim.Body = IntPtr.Zero;
2224 }
2225
2226 prim.childPrim = true;
2227 prim._parent = this;
2228
2229 MakeBody(); // full nasty reconstruction
2230 }
2231 }
2232
2233 private void UpdateChildsfromgeom()
2234 {
2235 if (childrenPrim.Count > 0)
2236 {
2237 foreach (OdePrim prm in childrenPrim)
2238 prm.UpdateDataFromGeom();
2239 }
2240 }
2241
2242 private void UpdateDataFromGeom()
2243 {
2244 if (prim_geom != IntPtr.Zero)
2245 {
2246 d.Quaternion qtmp;
2247 d.GeomCopyQuaternion(prim_geom, out qtmp);
2248 _orientation.X = qtmp.X;
2249 _orientation.Y = qtmp.Y;
2250 _orientation.Z = qtmp.Z;
2251 _orientation.W = qtmp.W;
2252/*
2253// Debug
2254 float qlen = _orientation.Length();
2255 if (qlen > 1.01f || qlen < 0.99)
2256 m_log.WarnFormat("[PHYSICS]: Got nonnorm quaternion from geom in Object {0} norm {1}", Name, qlen);
2257//
2258*/
2259 _orientation.Normalize();
2260
2261 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
2262 _position.X = lpos.X;
2263 _position.Y = lpos.Y;
2264 _position.Z = lpos.Z;
2265 }
2266 }
2267
2268 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2269 {
2270 // Okay, we have a delinked child.. destroy all body and remake
2271 if (odePrim != this && !childrenPrim.Contains(odePrim))
2272 return;
2273
2274 DestroyBody();
2275
2276 if (odePrim == this) // delinking the root prim
2277 {
2278 OdePrim newroot = null;
2279 lock (childrenPrim)
2280 {
2281 if (childrenPrim.Count > 0)
2282 {
2283 newroot = childrenPrim[0];
2284 childrenPrim.RemoveAt(0);
2285 foreach (OdePrim prm in childrenPrim)
2286 {
2287 newroot.childrenPrim.Add(prm);
2288 }
2289 childrenPrim.Clear();
2290 }
2291 if (newroot != null)
2292 {
2293 newroot.childPrim = false;
2294 newroot._parent = null;
2295 if (remakebodies)
2296 newroot.MakeBody();
2297 }
2298 }
2299 }
2300
2301 else
2302 {
2303 lock (childrenPrim)
2304 {
2305 childrenPrim.Remove(odePrim);
2306 odePrim.childPrim = false;
2307 odePrim._parent = null;
2308 // odePrim.UpdateDataFromGeom();
2309 if (remakebodies)
2310 odePrim.MakeBody();
2311 }
2312 }
2313 if (remakebodies)
2314 MakeBody();
2315 }
2316
2317 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2318 {
2319 // Okay, we have a delinked child.. destroy all body and remake
2320 if (odePrim != this && !childrenPrim.Contains(odePrim))
2321 return;
2322
2323 DestroyBody();
2324
2325 if (odePrim == this)
2326 {
2327 OdePrim newroot = null;
2328 lock (childrenPrim)
2329 {
2330 if (childrenPrim.Count > 0)
2331 {
2332 newroot = childrenPrim[0];
2333 childrenPrim.RemoveAt(0);
2334 foreach (OdePrim prm in childrenPrim)
2335 {
2336 newroot.childrenPrim.Add(prm);
2337 }
2338 childrenPrim.Clear();
2339 }
2340 if (newroot != null)
2341 {
2342 newroot.childPrim = false;
2343 newroot._parent = null;
2344 newroot.MakeBody();
2345 }
2346 }
2347 if (reMakeBody)
2348 MakeBody();
2349 return;
2350 }
2351 else
2352 {
2353 lock (childrenPrim)
2354 {
2355 childrenPrim.Remove(odePrim);
2356 odePrim.childPrim = false;
2357 odePrim._parent = null;
2358 if (reMakeBody)
2359 odePrim.MakeBody();
2360 }
2361 }
2362 MakeBody();
2363 }
2364
2365 #region changes
2366
2367 private void changeadd()
2368 {
2369 }
2370
2371 private void changeAngularLock(Vector3 newLock)
2372 {
2373 // do we have a Physical object?
2374 if (Body != IntPtr.Zero)
2375 {
2376 //Check that we have a Parent
2377 //If we have a parent then we're not authorative here
2378 if (_parent == null)
2379 {
2380 if (!newLock.ApproxEquals(Vector3.One, 0f))
2381 {
2382 createAMotor(newLock);
2383 }
2384 else
2385 {
2386 if (Amotor != IntPtr.Zero)
2387 {
2388 d.JointDestroy(Amotor);
2389 Amotor = IntPtr.Zero;
2390 }
2391 }
2392 }
2393 }
2394 // Store this for later in case we get turned into a separate body
2395 m_angularlock = newLock;
2396 }
2397
2398 private void changeLink(OdePrim NewParent)
2399 {
2400 if (_parent == null && NewParent != null)
2401 {
2402 NewParent.ParentPrim(this);
2403 }
2404 else if (_parent != null)
2405 {
2406 if (_parent is OdePrim)
2407 {
2408 if (NewParent != _parent)
2409 {
2410 (_parent as OdePrim).ChildDelink(this, false); // for now...
2411 childPrim = false;
2412
2413 if (NewParent != null)
2414 {
2415 NewParent.ParentPrim(this);
2416 }
2417 }
2418 }
2419 }
2420 _parent = NewParent;
2421 }
2422
2423
2424 private void Stop()
2425 {
2426 if (!childPrim)
2427 {
2428// m_force = Vector3.Zero;
2429 m_forceacc = Vector3.Zero;
2430 m_angularForceacc = Vector3.Zero;
2431// m_torque = Vector3.Zero;
2432 _velocity = Vector3.Zero;
2433 _acceleration = Vector3.Zero;
2434 m_rotationalVelocity = Vector3.Zero;
2435 _target_velocity = Vector3.Zero;
2436 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2437 m_vehicle.Stop();
2438
2439 _zeroFlag = false;
2440 base.RequestPhysicsterseUpdate();
2441 }
2442
2443 if (Body != IntPtr.Zero)
2444 {
2445 d.BodySetForce(Body, 0f, 0f, 0f);
2446 d.BodySetTorque(Body, 0f, 0f, 0f);
2447 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2448 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2449 }
2450 }
2451
2452 private void changePhantomStatus(bool newval)
2453 {
2454 m_isphantom = newval;
2455
2456 UpdateCollisionCatFlags();
2457 ApplyCollisionCatFlags();
2458 }
2459
2460/* not in use
2461 internal void ChildSelectedChange(bool childSelect)
2462 {
2463 if(childPrim)
2464 return;
2465
2466 if (childSelect == m_isSelected)
2467 return;
2468
2469 if (childSelect)
2470 {
2471 DoSelectedStatus(true);
2472 }
2473
2474 else
2475 {
2476 foreach (OdePrim prm in childrenPrim)
2477 {
2478 if (prm.m_isSelected)
2479 return;
2480 }
2481 DoSelectedStatus(false);
2482 }
2483 }
2484*/
2485 private void changeSelectedStatus(bool newval)
2486 {
2487 if (m_lastdoneSelected == newval)
2488 return;
2489
2490 m_lastdoneSelected = newval;
2491 DoSelectedStatus(newval);
2492 }
2493
2494 private void CheckDelaySelect()
2495 {
2496 if (m_delaySelect)
2497 {
2498 DoSelectedStatus(m_isSelected);
2499 }
2500 }
2501
2502 private void DoSelectedStatus(bool newval)
2503 {
2504 m_isSelected = newval;
2505 Stop();
2506
2507 if (newval)
2508 {
2509 if (!childPrim && Body != IntPtr.Zero)
2510 d.BodyDisable(Body);
2511
2512 if (m_delaySelect || m_isphysical)
2513 {
2514 m_collisionCategories = CollisionCategories.Selected;
2515 m_collisionFlags = 0;
2516
2517 if (!childPrim)
2518 {
2519 foreach (OdePrim prm in childrenPrim)
2520 {
2521 prm.m_collisionCategories = m_collisionCategories;
2522 prm.m_collisionFlags = m_collisionFlags;
2523
2524 if (prm.prim_geom != IntPtr.Zero)
2525 {
2526
2527 if (prm.m_NoColide)
2528 {
2529 d.GeomSetCategoryBits(prm.prim_geom, 0);
2530 d.GeomSetCollideBits(prm.prim_geom, 0);
2531 }
2532 else
2533 {
2534 d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
2535 d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
2536 }
2537 }
2538 prm.m_delaySelect = false;
2539 }
2540 }
2541// else if (_parent != null)
2542// ((OdePrim)_parent).ChildSelectedChange(true);
2543
2544
2545 if (prim_geom != IntPtr.Zero)
2546 {
2547 if (m_NoColide)
2548 {
2549 d.GeomSetCategoryBits(prim_geom, 0);
2550 d.GeomSetCollideBits(prim_geom, 0);
2551 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2552 {
2553 d.GeomSetCategoryBits(collide_geom, 0);
2554 d.GeomSetCollideBits(collide_geom, 0);
2555 }
2556
2557 }
2558 else
2559 {
2560 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
2561 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
2562 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2563 {
2564 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
2565 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
2566 }
2567 }
2568 }
2569
2570 m_delaySelect = false;
2571 }
2572 else if(!m_isphysical)
2573 {
2574 m_delaySelect = true;
2575 }
2576 }
2577 else
2578 {
2579 if (!childPrim)
2580 {
2581 if (Body != IntPtr.Zero && !m_disabled)
2582 d.BodyEnable(Body);
2583 }
2584// else if (_parent != null)
2585// ((OdePrim)_parent).ChildSelectedChange(false);
2586
2587 UpdateCollisionCatFlags();
2588 ApplyCollisionCatFlags();
2589
2590 m_delaySelect = false;
2591 }
2592
2593 resetCollisionAccounting();
2594 }
2595
2596 private void changePosition(Vector3 newPos)
2597 {
2598 CheckDelaySelect();
2599 if (m_isphysical)
2600 {
2601 if (childPrim) // inertia is messed, must rebuild
2602 {
2603 if (m_building)
2604 {
2605 _position = newPos;
2606 }
2607
2608 else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
2609 {
2610 FixInertia(newPos);
2611 if (!d.BodyIsEnabled(Body))
2612 d.BodyEnable(Body);
2613 }
2614 }
2615 else
2616 {
2617 if (_position != newPos)
2618 {
2619 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2620 _position = newPos;
2621 }
2622 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2623 d.BodyEnable(Body);
2624 }
2625 }
2626 else
2627 {
2628 if (prim_geom != IntPtr.Zero)
2629 {
2630 if (newPos != _position)
2631 {
2632 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2633 _position = newPos;
2634
2635 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2636 }
2637 }
2638 }
2639 givefakepos--;
2640 if (givefakepos < 0)
2641 givefakepos = 0;
2642// changeSelectedStatus();
2643 resetCollisionAccounting();
2644 }
2645
2646 private void changeOrientation(Quaternion newOri)
2647 {
2648 CheckDelaySelect();
2649 if (m_isphysical)
2650 {
2651 if (childPrim) // inertia is messed, must rebuild
2652 {
2653 if (m_building)
2654 {
2655 _orientation = newOri;
2656 }
2657/*
2658 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2659 {
2660 FixInertia(_position, newOri);
2661 if (!d.BodyIsEnabled(Body))
2662 d.BodyEnable(Body);
2663 }
2664*/
2665 }
2666 else
2667 {
2668 if (newOri != _orientation)
2669 {
2670 d.Quaternion myrot = new d.Quaternion();
2671 myrot.X = newOri.X;
2672 myrot.Y = newOri.Y;
2673 myrot.Z = newOri.Z;
2674 myrot.W = newOri.W;
2675 d.GeomSetQuaternion(prim_geom, ref myrot);
2676 _orientation = newOri;
2677 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2678 createAMotor(m_angularlock);
2679 }
2680 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2681 d.BodyEnable(Body);
2682 }
2683 }
2684 else
2685 {
2686 if (prim_geom != IntPtr.Zero)
2687 {
2688 if (newOri != _orientation)
2689 {
2690 d.Quaternion myrot = new d.Quaternion();
2691 myrot.X = newOri.X;
2692 myrot.Y = newOri.Y;
2693 myrot.Z = newOri.Z;
2694 myrot.W = newOri.W;
2695 d.GeomSetQuaternion(prim_geom, ref myrot);
2696 _orientation = newOri;
2697 }
2698 }
2699 }
2700 givefakeori--;
2701 if (givefakeori < 0)
2702 givefakeori = 0;
2703 resetCollisionAccounting();
2704 }
2705
2706 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
2707 {
2708 CheckDelaySelect();
2709 if (m_isphysical)
2710 {
2711 if (childPrim && m_building) // inertia is messed, must rebuild
2712 {
2713 _position = newPos;
2714 _orientation = newOri;
2715 }
2716 else
2717 {
2718 if (newOri != _orientation)
2719 {
2720 d.Quaternion myrot = new d.Quaternion();
2721 myrot.X = newOri.X;
2722 myrot.Y = newOri.Y;
2723 myrot.Z = newOri.Z;
2724 myrot.W = newOri.W;
2725 d.GeomSetQuaternion(prim_geom, ref myrot);
2726 _orientation = newOri;
2727 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2728 createAMotor(m_angularlock);
2729 }
2730 if (_position != newPos)
2731 {
2732 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2733 _position = newPos;
2734 }
2735 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2736 d.BodyEnable(Body);
2737 }
2738 }
2739 else
2740 {
2741 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2742 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2743
2744 if (prim_geom != IntPtr.Zero)
2745 {
2746 if (newOri != _orientation)
2747 {
2748 d.Quaternion myrot = new d.Quaternion();
2749 myrot.X = newOri.X;
2750 myrot.Y = newOri.Y;
2751 myrot.Z = newOri.Z;
2752 myrot.W = newOri.W;
2753 d.GeomSetQuaternion(prim_geom, ref myrot);
2754 _orientation = newOri;
2755 }
2756
2757 if (newPos != _position)
2758 {
2759 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2760 _position = newPos;
2761
2762 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2763 }
2764 }
2765 }
2766 givefakepos--;
2767 if (givefakepos < 0)
2768 givefakepos = 0;
2769 givefakeori--;
2770 if (givefakeori < 0)
2771 givefakeori = 0;
2772 resetCollisionAccounting();
2773 }
2774
2775 private void changeDisable(bool disable)
2776 {
2777 if (disable)
2778 {
2779 if (!m_disabled)
2780 disableBodySoft();
2781 }
2782 else
2783 {
2784 if (m_disabled)
2785 enableBodySoft();
2786 }
2787 }
2788
2789 private void changePhysicsStatus(bool NewStatus)
2790 {
2791 CheckDelaySelect();
2792
2793 m_isphysical = NewStatus;
2794
2795 if (!childPrim)
2796 {
2797 if (NewStatus)
2798 {
2799 if (Body == IntPtr.Zero)
2800 MakeBody();
2801 }
2802 else
2803 {
2804 if (Body != IntPtr.Zero)
2805 {
2806 DestroyBody();
2807 }
2808 Stop();
2809 }
2810 }
2811
2812 resetCollisionAccounting();
2813 }
2814
2815 private void changeSize(Vector3 newSize)
2816 {
2817 }
2818
2819 private void changeShape(PrimitiveBaseShape newShape)
2820 {
2821 }
2822
2823 private void changeAddPhysRep(ODEPhysRepData repData)
2824 {
2825 _size = repData.size; //??
2826 _pbs = repData.pbs;
2827 m_shapetype = repData.shapetype;
2828
2829 m_mesh = repData.mesh;
2830
2831 m_assetID = repData.assetID;
2832 m_meshState = repData.meshState;
2833
2834 m_hasOBB = repData.hasOBB;
2835 m_OBBOffset = repData.OBBOffset;
2836 m_OBB = repData.OBB;
2837
2838 primVolume = repData.volume;
2839
2840 CreateGeom();
2841
2842 if (prim_geom != IntPtr.Zero)
2843 {
2844 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2845 d.Quaternion myrot = new d.Quaternion();
2846 myrot.X = _orientation.X;
2847 myrot.Y = _orientation.Y;
2848 myrot.Z = _orientation.Z;
2849 myrot.W = _orientation.W;
2850 d.GeomSetQuaternion(prim_geom, ref myrot);
2851 }
2852
2853 if (!m_isphysical)
2854 {
2855 SetInStaticSpace(this);
2856 UpdateCollisionCatFlags();
2857 ApplyCollisionCatFlags();
2858 }
2859 else
2860 MakeBody();
2861
2862 if ((m_meshState & MeshState.NeedMask) != 0)
2863 {
2864 repData.size = _size;
2865 repData.pbs = _pbs;
2866 repData.shapetype = m_shapetype;
2867 _parent_scene.m_meshWorker.RequestMesh(repData);
2868 }
2869 }
2870
2871 private void changePhysRepData(ODEPhysRepData repData)
2872 {
2873 CheckDelaySelect();
2874
2875 OdePrim parent = (OdePrim)_parent;
2876
2877 bool chp = childPrim;
2878
2879 if (chp)
2880 {
2881 if (parent != null)
2882 {
2883 parent.DestroyBody();
2884 }
2885 }
2886 else
2887 {
2888 DestroyBody();
2889 }
2890
2891 RemoveGeom();
2892
2893 _size = repData.size;
2894 _pbs = repData.pbs;
2895 m_shapetype = repData.shapetype;
2896
2897 m_mesh = repData.mesh;
2898
2899 m_assetID = repData.assetID;
2900 m_meshState = repData.meshState;
2901
2902 m_hasOBB = repData.hasOBB;
2903 m_OBBOffset = repData.OBBOffset;
2904 m_OBB = repData.OBB;
2905
2906 primVolume = repData.volume;
2907
2908 CreateGeom();
2909
2910 if (prim_geom != IntPtr.Zero)
2911 {
2912 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2913 d.Quaternion myrot = new d.Quaternion();
2914 myrot.X = _orientation.X;
2915 myrot.Y = _orientation.Y;
2916 myrot.Z = _orientation.Z;
2917 myrot.W = _orientation.W;
2918 d.GeomSetQuaternion(prim_geom, ref myrot);
2919 }
2920
2921 if (m_isphysical)
2922 {
2923 if (chp)
2924 {
2925 if (parent != null)
2926 {
2927 parent.MakeBody();
2928 }
2929 }
2930 else
2931 MakeBody();
2932 }
2933 else
2934 {
2935 SetInStaticSpace(this);
2936 UpdateCollisionCatFlags();
2937 ApplyCollisionCatFlags();
2938 }
2939
2940 resetCollisionAccounting();
2941
2942 if ((m_meshState & MeshState.NeedMask) != 0)
2943 {
2944 repData.size = _size;
2945 repData.pbs = _pbs;
2946 repData.shapetype = m_shapetype;
2947 _parent_scene.m_meshWorker.RequestMesh(repData);
2948 }
2949 }
2950
2951 private void changeFloatOnWater(bool newval)
2952 {
2953 m_collidesWater = newval;
2954
2955 UpdateCollisionCatFlags();
2956 ApplyCollisionCatFlags();
2957 }
2958
2959 private void changeSetTorque(Vector3 newtorque)
2960 {
2961 if (!m_isSelected)
2962 {
2963 if (m_isphysical && Body != IntPtr.Zero)
2964 {
2965 if (m_disabled)
2966 enableBodySoft();
2967 else if (!d.BodyIsEnabled(Body))
2968 d.BodyEnable(Body);
2969
2970 }
2971 m_torque = newtorque;
2972 }
2973 }
2974
2975 private void changeForce(Vector3 force)
2976 {
2977 m_force = force;
2978 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2979 d.BodyEnable(Body);
2980 }
2981
2982 private void changeAddForce(Vector3 theforce)
2983 {
2984 m_forceacc += theforce;
2985 if (!m_isSelected)
2986 {
2987 lock (this)
2988 {
2989 //m_log.Info("[PHYSICS]: dequeing forcelist");
2990 if (m_isphysical && Body != IntPtr.Zero)
2991 {
2992 if (m_disabled)
2993 enableBodySoft();
2994 else if (!d.BodyIsEnabled(Body))
2995 d.BodyEnable(Body);
2996 }
2997 }
2998 m_collisionscore = 0;
2999 }
3000 }
3001
3002 // actually angular impulse
3003 private void changeAddAngularImpulse(Vector3 aimpulse)
3004 {
3005 m_angularForceacc += aimpulse * m_invTimeStep;
3006 if (!m_isSelected)
3007 {
3008 lock (this)
3009 {
3010 if (m_isphysical && Body != IntPtr.Zero)
3011 {
3012 if (m_disabled)
3013 enableBodySoft();
3014 else if (!d.BodyIsEnabled(Body))
3015 d.BodyEnable(Body);
3016 }
3017 }
3018 m_collisionscore = 0;
3019 }
3020 }
3021
3022 private void changevelocity(Vector3 newVel)
3023 {
3024 float len = newVel.LengthSquared();
3025 if (len > 100000.0f) // limit to 100m/s
3026 {
3027 len = 100.0f / (float)Math.Sqrt(len);
3028 newVel *= len;
3029 }
3030
3031 if (!m_isSelected)
3032 {
3033 if (Body != IntPtr.Zero)
3034 {
3035 if (m_disabled)
3036 enableBodySoft();
3037 else if (!d.BodyIsEnabled(Body))
3038 d.BodyEnable(Body);
3039
3040 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
3041 }
3042 //resetCollisionAccounting();
3043 }
3044 _velocity = newVel;
3045 }
3046
3047 private void changeangvelocity(Vector3 newAngVel)
3048 {
3049 float len = newAngVel.LengthSquared();
3050 if (len > 144.0f) // limit to 12rad/s
3051 {
3052 len = 12.0f / (float)Math.Sqrt(len);
3053 newAngVel *= len;
3054 }
3055
3056 if (!m_isSelected)
3057 {
3058 if (Body != IntPtr.Zero)
3059 {
3060 if (m_disabled)
3061 enableBodySoft();
3062 else if (!d.BodyIsEnabled(Body))
3063 d.BodyEnable(Body);
3064
3065
3066 d.BodySetAngularVel(Body, newAngVel.X, newAngVel.Y, newAngVel.Z);
3067 }
3068 //resetCollisionAccounting();
3069 }
3070 m_rotationalVelocity = newAngVel;
3071 }
3072
3073 private void changeVolumedetetion(bool newVolDtc)
3074 {
3075 m_isVolumeDetect = newVolDtc;
3076 m_fakeisVolumeDetect = newVolDtc;
3077 UpdateCollisionCatFlags();
3078 ApplyCollisionCatFlags();
3079 }
3080
3081 protected void changeBuilding(bool newbuilding)
3082 {
3083 // Check if we need to do anything
3084 if (newbuilding == m_building)
3085 return;
3086
3087 if ((bool)newbuilding)
3088 {
3089 m_building = true;
3090 if (!childPrim)
3091 DestroyBody();
3092 }
3093 else
3094 {
3095 m_building = false;
3096 CheckDelaySelect();
3097 if (!childPrim)
3098 MakeBody();
3099 }
3100 if (!childPrim && childrenPrim.Count > 0)
3101 {
3102 foreach (OdePrim prm in childrenPrim)
3103 prm.changeBuilding(m_building); // call directly
3104 }
3105 }
3106
3107 public void changeSetVehicle(VehicleData vdata)
3108 {
3109 if (m_vehicle == null)
3110 m_vehicle = new ODEDynamics(this);
3111 m_vehicle.DoSetVehicle(vdata);
3112 }
3113
3114 private void changeVehicleType(int value)
3115 {
3116 if (value == (int)Vehicle.TYPE_NONE)
3117 {
3118 if (m_vehicle != null)
3119 m_vehicle = null;
3120 }
3121 else
3122 {
3123 if (m_vehicle == null)
3124 m_vehicle = new ODEDynamics(this);
3125
3126 m_vehicle.ProcessTypeChange((Vehicle)value);
3127 }
3128 }
3129
3130 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3131 {
3132 if (m_vehicle == null)
3133 return;
3134
3135 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3136 }
3137
3138 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3139 {
3140 if (m_vehicle == null)
3141 return;
3142 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3143 }
3144
3145 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3146 {
3147 if (m_vehicle == null)
3148 return;
3149 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3150 }
3151
3152 private void changeVehicleFlags(strVehicleBoolParam bp)
3153 {
3154 if (m_vehicle == null)
3155 return;
3156 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3157 }
3158
3159 private void changeBuoyancy(float b)
3160 {
3161 m_buoyancy = b;
3162 }
3163
3164 private void changePIDTarget(Vector3 trg)
3165 {
3166 m_PIDTarget = trg;
3167 }
3168
3169 private void changePIDTau(float tau)
3170 {
3171 m_PIDTau = tau;
3172 }
3173
3174 private void changePIDActive(bool val)
3175 {
3176 m_usePID = val;
3177 }
3178
3179 private void changePIDHoverHeight(float val)
3180 {
3181 m_PIDHoverHeight = val;
3182 if (val == 0)
3183 m_useHoverPID = false;
3184 }
3185
3186 private void changePIDHoverType(PIDHoverType type)
3187 {
3188 m_PIDHoverType = type;
3189 }
3190
3191 private void changePIDHoverTau(float tau)
3192 {
3193 m_PIDHoverTau = tau;
3194 }
3195
3196 private void changePIDHoverActive(bool active)
3197 {
3198 m_useHoverPID = active;
3199 }
3200
3201 #endregion
3202
3203 public void Move()
3204 {
3205 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3206 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3207 {
3208 if (!d.BodyIsEnabled(Body))
3209 {
3210 // let vehicles sleep
3211 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3212 return;
3213
3214 if (++bodydisablecontrol < 20)
3215 return;
3216
3217
3218 d.BodyEnable(Body);
3219 }
3220
3221 bodydisablecontrol = 0;
3222
3223 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3224
3225 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3226 {
3227 // 'VEHICLES' are dealt with in ODEDynamics.cs
3228 m_vehicle.Step();
3229 return;
3230 }
3231
3232 float fx = 0;
3233 float fy = 0;
3234 float fz = 0;
3235
3236 float m_mass = _mass;
3237
3238 if (m_usePID && m_PIDTau > 0)
3239 {
3240 // for now position error
3241 _target_velocity =
3242 new Vector3(
3243 (m_PIDTarget.X - lpos.X),
3244 (m_PIDTarget.Y - lpos.Y),
3245 (m_PIDTarget.Z - lpos.Z)
3246 );
3247
3248 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
3249 {
3250 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3251 d.BodySetLinearVel(Body, 0, 0, 0);
3252 return;
3253 }
3254 else
3255 {
3256 _zeroFlag = false;
3257
3258 float tmp = 1 / m_PIDTau;
3259 _target_velocity *= tmp;
3260
3261 // apply limits
3262 tmp = _target_velocity.Length();
3263 if (tmp > 50.0f)
3264 {
3265 tmp = 50 / tmp;
3266 _target_velocity *= tmp;
3267 }
3268 else if (tmp < 0.05f)
3269 {
3270 tmp = 0.05f / tmp;
3271 _target_velocity *= tmp;
3272 }
3273
3274 d.Vector3 vel = d.BodyGetLinearVel(Body);
3275 fx = (_target_velocity.X - vel.X) * m_invTimeStep;
3276 fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
3277 fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
3278// d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3279 }
3280 } // end if (m_usePID)
3281
3282 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3283 else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
3284 {
3285
3286 // Non-Vehicles have a limited set of Hover options.
3287 // determine what our target height really is based on HoverType
3288
3289 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
3290
3291 switch (m_PIDHoverType)
3292 {
3293 case PIDHoverType.Ground:
3294 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3295 break;
3296
3297 case PIDHoverType.GroundAndWater:
3298 m_waterHeight = _parent_scene.GetWaterLevel();
3299 if (m_groundHeight > m_waterHeight)
3300 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3301 else
3302 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3303 break;
3304 } // end switch (m_PIDHoverType)
3305
3306 // don't go underground unless volumedetector
3307
3308 if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
3309 {
3310 d.Vector3 vel = d.BodyGetLinearVel(Body);
3311
3312 fz = (m_targetHoverHeight - lpos.Z);
3313
3314 // if error is zero, use position control; otherwise, velocity control
3315 if (Math.Abs(fz) < 0.01f)
3316 {
3317 d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
3318 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3319 }
3320 else
3321 {
3322 _zeroFlag = false;
3323 fz /= m_PIDHoverTau;
3324
3325 float tmp = Math.Abs(fz);
3326 if (tmp > 50)
3327 fz = 50 * Math.Sign(fz);
3328 else if (tmp < 0.1)
3329 fz = 0.1f * Math.Sign(fz);
3330
3331 fz = ((fz - vel.Z) * m_invTimeStep);
3332 }
3333 }
3334 }
3335 else
3336 {
3337 float b = (1.0f - m_buoyancy);
3338 fx = _parent_scene.gravityx * b;
3339 fy = _parent_scene.gravityy * b;
3340 fz = _parent_scene.gravityz * b;
3341 }
3342
3343 fx *= m_mass;
3344 fy *= m_mass;
3345 fz *= m_mass;
3346
3347 // constant force
3348 fx += m_force.X;
3349 fy += m_force.Y;
3350 fz += m_force.Z;
3351
3352 fx += m_forceacc.X;
3353 fy += m_forceacc.Y;
3354 fz += m_forceacc.Z;
3355
3356 m_forceacc = Vector3.Zero;
3357
3358 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3359 if (fx != 0 || fy != 0 || fz != 0)
3360 {
3361 d.BodyAddForce(Body, fx, fy, fz);
3362 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3363 }
3364
3365 Vector3 trq;
3366
3367 trq = m_torque;
3368 trq += m_angularForceacc;
3369 m_angularForceacc = Vector3.Zero;
3370 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3371 {
3372 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3373 }
3374 }
3375 else
3376 { // is not physical, or is not a body or is selected
3377 // _zeroPosition = d.BodyGetPosition(Body);
3378 return;
3379 //Console.WriteLine("Nothing " + Name);
3380
3381 }
3382 }
3383
3384 public void UpdatePositionAndVelocity()
3385 {
3386 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3387 {
3388 if (d.BodyIsEnabled(Body) || !_zeroFlag)
3389 {
3390 bool lastZeroFlag = _zeroFlag;
3391
3392 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
3393
3394 // check outside region
3395 if (lpos.Z < -100 || lpos.Z > 100000f)
3396 {
3397 m_outbounds = true;
3398
3399 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3400 _acceleration.X = 0;
3401 _acceleration.Y = 0;
3402 _acceleration.Z = 0;
3403
3404 _velocity.X = 0;
3405 _velocity.Y = 0;
3406 _velocity.Z = 0;
3407 m_rotationalVelocity.X = 0;
3408 m_rotationalVelocity.Y = 0;
3409 m_rotationalVelocity.Z = 0;
3410
3411 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3412 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3413 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3414 m_lastposition = _position;
3415 m_lastorientation = _orientation;
3416
3417 base.RequestPhysicsterseUpdate();
3418
3419// throttleCounter = 0;
3420 _zeroFlag = true;
3421
3422 disableBodySoft(); // disable it and colisions
3423 base.RaiseOutOfBounds(_position);
3424 return;
3425 }
3426
3427 if (lpos.X < 0f)
3428 {
3429 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3430 m_outbounds = true;
3431 }
3432 else if (lpos.X > _parent_scene.WorldExtents.X)
3433 {
3434 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3435 m_outbounds = true;
3436 }
3437 if (lpos.Y < 0f)
3438 {
3439 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3440 m_outbounds = true;
3441 }
3442 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3443 {
3444 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3445 m_outbounds = true;
3446 }
3447
3448 if (m_outbounds)
3449 {
3450 m_lastposition = _position;
3451 m_lastorientation = _orientation;
3452
3453 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3454 m_rotationalVelocity.X = dtmp.X;
3455 m_rotationalVelocity.Y = dtmp.Y;
3456 m_rotationalVelocity.Z = dtmp.Z;
3457
3458 dtmp = d.BodyGetLinearVel(Body);
3459 _velocity.X = dtmp.X;
3460 _velocity.Y = dtmp.Y;
3461 _velocity.Z = dtmp.Z;
3462
3463 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3464 d.BodySetAngularVel(Body, 0, 0, 0);
3465 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3466 disableBodySoft(); // stop collisions
3467 UnSubscribeEvents();
3468
3469 base.RequestPhysicsterseUpdate();
3470 return;
3471 }
3472
3473 d.Quaternion ori;
3474 d.GeomCopyQuaternion(prim_geom, out ori);
3475
3476 // decide if moving
3477 // use positions since this are integrated quantities
3478 // tolerance values depende a lot on simulation noise...
3479 // use simple math.abs since we dont need to be exact
3480
3481 if (
3482 (Math.Abs(_position.X - lpos.X) < 0.001f)
3483 && (Math.Abs(_position.Y - lpos.Y) < 0.001f)
3484 && (Math.Abs(_position.Z - lpos.Z) < 0.001f)
3485 && (Math.Abs(_orientation.X - ori.X) < 0.0001f)
3486 && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f)
3487 && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W
3488 )
3489 {
3490 _zeroFlag = true;
3491 }
3492 else
3493 _zeroFlag = false;
3494
3495 // update velocities and aceleration
3496 if (!(_zeroFlag && lastZeroFlag))
3497 {
3498 d.Vector3 vel = d.BodyGetLinearVel(Body);
3499
3500 _acceleration = _velocity;
3501
3502 if ((Math.Abs(vel.X) < 0.001f) &&
3503 (Math.Abs(vel.Y) < 0.001f) &&
3504 (Math.Abs(vel.Z) < 0.001f))
3505 {
3506 _velocity = Vector3.Zero;
3507 float t = -m_invTimeStep;
3508 _acceleration = _acceleration * t;
3509 }
3510 else
3511 {
3512 _velocity.X = vel.X;
3513 _velocity.Y = vel.Y;
3514 _velocity.Z = vel.Z;
3515 _acceleration = (_velocity - _acceleration) * m_invTimeStep;
3516 }
3517
3518 if ((Math.Abs(_acceleration.X) < 0.01f) &&
3519 (Math.Abs(_acceleration.Y) < 0.01f) &&
3520 (Math.Abs(_acceleration.Z) < 0.01f))
3521 {
3522 _acceleration = Vector3.Zero;
3523 }
3524
3525 if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
3526 (Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
3527 (Math.Abs(_orientation.Z - ori.Z) < 0.0001)
3528 )
3529 {
3530 m_rotationalVelocity = Vector3.Zero;
3531 }
3532 else
3533 {
3534 vel = d.BodyGetAngularVel(Body);
3535 m_rotationalVelocity.X = vel.X;
3536 m_rotationalVelocity.Y = vel.Y;
3537 m_rotationalVelocity.Z = vel.Z;
3538 }
3539 }
3540
3541 if (_zeroFlag)
3542 {
3543 if (lastZeroFlag)
3544 {
3545 _velocity = Vector3.Zero;
3546 _acceleration = Vector3.Zero;
3547 m_rotationalVelocity = Vector3.Zero;
3548 }
3549
3550 if (!m_lastUpdateSent)
3551 {
3552 base.RequestPhysicsterseUpdate();
3553 if (lastZeroFlag)
3554 m_lastUpdateSent = true;
3555 }
3556 return;
3557 }
3558
3559 _position.X = lpos.X;
3560 _position.Y = lpos.Y;
3561 _position.Z = lpos.Z;
3562
3563 _orientation.X = ori.X;
3564 _orientation.Y = ori.Y;
3565 _orientation.Z = ori.Z;
3566 _orientation.W = ori.W;
3567 base.RequestPhysicsterseUpdate();
3568 m_lastUpdateSent = false;
3569 }
3570 }
3571 }
3572
3573 internal static bool QuaternionIsFinite(Quaternion q)
3574 {
3575 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3576 return false;
3577 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3578 return false;
3579 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3580 return false;
3581 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3582 return false;
3583 return true;
3584 }
3585
3586 internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
3587 {
3588 // assumes object center of mass is zero
3589 float smass = part.mass;
3590 theobj.mass -= smass;
3591
3592 smass *= 1.0f / (theobj.mass); ;
3593
3594 theobj.c.X -= part.c.X * smass;
3595 theobj.c.Y -= part.c.Y * smass;
3596 theobj.c.Z -= part.c.Z * smass;
3597
3598 theobj.I.M00 -= part.I.M00;
3599 theobj.I.M01 -= part.I.M01;
3600 theobj.I.M02 -= part.I.M02;
3601 theobj.I.M10 -= part.I.M10;
3602 theobj.I.M11 -= part.I.M11;
3603 theobj.I.M12 -= part.I.M12;
3604 theobj.I.M20 -= part.I.M20;
3605 theobj.I.M21 -= part.I.M21;
3606 theobj.I.M22 -= part.I.M22;
3607 }
3608
3609 private void donullchange()
3610 {
3611 }
3612
3613 public bool DoAChange(changes what, object arg)
3614 {
3615 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.AddPhysRep && what != changes.Remove)
3616 {
3617 return false;
3618 }
3619
3620 // nasty switch
3621 switch (what)
3622 {
3623 case changes.Add:
3624 changeadd();
3625 break;
3626
3627 case changes.AddPhysRep:
3628 changeAddPhysRep((ODEPhysRepData)arg);
3629 break;
3630
3631 case changes.Remove:
3632 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3633 //When we return true, it destroys all of the prims in the linkset anyway
3634 if (_parent != null)
3635 {
3636 OdePrim parent = (OdePrim)_parent;
3637 parent.ChildRemove(this, false);
3638 }
3639 else
3640 ChildRemove(this, false);
3641
3642 m_vehicle = null;
3643 RemoveGeom();
3644 m_targetSpace = IntPtr.Zero;
3645 UnSubscribeEvents();
3646 return true;
3647
3648 case changes.Link:
3649 OdePrim tmp = (OdePrim)arg;
3650 changeLink(tmp);
3651 break;
3652
3653 case changes.DeLink:
3654 changeLink(null);
3655 break;
3656
3657 case changes.Position:
3658 changePosition((Vector3)arg);
3659 break;
3660
3661 case changes.Orientation:
3662 changeOrientation((Quaternion)arg);
3663 break;
3664
3665 case changes.PosOffset:
3666 donullchange();
3667 break;
3668
3669 case changes.OriOffset:
3670 donullchange();
3671 break;
3672
3673 case changes.Velocity:
3674 changevelocity((Vector3)arg);
3675 break;
3676
3677// case changes.Acceleration:
3678// changeacceleration((Vector3)arg);
3679// break;
3680
3681 case changes.AngVelocity:
3682 changeangvelocity((Vector3)arg);
3683 break;
3684
3685 case changes.Force:
3686 changeForce((Vector3)arg);
3687 break;
3688
3689 case changes.Torque:
3690 changeSetTorque((Vector3)arg);
3691 break;
3692
3693 case changes.AddForce:
3694 changeAddForce((Vector3)arg);
3695 break;
3696
3697 case changes.AddAngForce:
3698 changeAddAngularImpulse((Vector3)arg);
3699 break;
3700
3701 case changes.AngLock:
3702 changeAngularLock((Vector3)arg);
3703 break;
3704
3705 case changes.Size:
3706 changeSize((Vector3)arg);
3707 break;
3708
3709 case changes.Shape:
3710 changeShape((PrimitiveBaseShape)arg);
3711 break;
3712
3713 case changes.PhysRepData:
3714 changePhysRepData((ODEPhysRepData) arg);
3715 break;
3716
3717 case changes.CollidesWater:
3718 changeFloatOnWater((bool)arg);
3719 break;
3720
3721 case changes.VolumeDtc:
3722 changeVolumedetetion((bool)arg);
3723 break;
3724
3725 case changes.Phantom:
3726 changePhantomStatus((bool)arg);
3727 break;
3728
3729 case changes.Physical:
3730 changePhysicsStatus((bool)arg);
3731 break;
3732
3733 case changes.Selected:
3734 changeSelectedStatus((bool)arg);
3735 break;
3736
3737 case changes.disabled:
3738 changeDisable((bool)arg);
3739 break;
3740
3741 case changes.building:
3742 changeBuilding((bool)arg);
3743 break;
3744
3745 case changes.VehicleType:
3746 changeVehicleType((int)arg);
3747 break;
3748
3749 case changes.VehicleFlags:
3750 changeVehicleFlags((strVehicleBoolParam) arg);
3751 break;
3752
3753 case changes.VehicleFloatParam:
3754 changeVehicleFloatParam((strVehicleFloatParam) arg);
3755 break;
3756
3757 case changes.VehicleVectorParam:
3758 changeVehicleVectorParam((strVehicleVectorParam) arg);
3759 break;
3760
3761 case changes.VehicleRotationParam:
3762 changeVehicleRotationParam((strVehicleQuatParam) arg);
3763 break;
3764
3765 case changes.SetVehicle:
3766 changeSetVehicle((VehicleData) arg);
3767 break;
3768
3769 case changes.Buoyancy:
3770 changeBuoyancy((float)arg);
3771 break;
3772
3773 case changes.PIDTarget:
3774 changePIDTarget((Vector3)arg);
3775 break;
3776
3777 case changes.PIDTau:
3778 changePIDTau((float)arg);
3779 break;
3780
3781 case changes.PIDActive:
3782 changePIDActive((bool)arg);
3783 break;
3784
3785 case changes.PIDHoverHeight:
3786 changePIDHoverHeight((float)arg);
3787 break;
3788
3789 case changes.PIDHoverType:
3790 changePIDHoverType((PIDHoverType)arg);
3791 break;
3792
3793 case changes.PIDHoverTau:
3794 changePIDHoverTau((float)arg);
3795 break;
3796
3797 case changes.PIDHoverActive:
3798 changePIDHoverActive((bool)arg);
3799 break;
3800
3801 case changes.Null:
3802 donullchange();
3803 break;
3804
3805
3806
3807 default:
3808 donullchange();
3809 break;
3810 }
3811 return false;
3812 }
3813
3814 public void AddChange(changes what, object arg)
3815 {
3816 _parent_scene.AddChange((PhysicsActor) this, what, arg);
3817 }
3818
3819
3820 private struct strVehicleBoolParam
3821 {
3822 public int param;
3823 public bool value;
3824 }
3825
3826 private struct strVehicleFloatParam
3827 {
3828 public int param;
3829 public float value;
3830 }
3831
3832 private struct strVehicleQuatParam
3833 {
3834 public int param;
3835 public Quaternion value;
3836 }
3837
3838 private struct strVehicleVectorParam
3839 {
3840 public int param;
3841 public Vector3 value;
3842 }
3843 }
3844}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..7fe3109
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,800 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using OdeAPI;
36using log4net;
37using OpenMetaverse;
38
39namespace OpenSim.Region.Physics.OdePlugin
40{
41 /// <summary>
42 /// Processes raycast requests as ODE is in a state to be able to do them.
43 /// This ensures that it's thread safe and there will be no conflicts.
44 /// Requests get returned by a different thread then they were requested by.
45 /// </summary>
46 public class ODERayCastRequestManager
47 {
48 /// <summary>
49 /// Pending ray requests
50 /// </summary>
51 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
52
53 /// <summary>
54 /// Scene that created this object.
55 /// </summary>
56 private OdeScene m_scene;
57
58 IntPtr ray; // the ray. we only need one for our lifetime
59 IntPtr Sphere;
60 IntPtr Box;
61 IntPtr Plane;
62
63 private int CollisionContactGeomsPerTest = 25;
64 private const int DefaultMaxCount = 25;
65 private const int MaxTimePerCallMS = 30;
66
67 /// <summary>
68 /// ODE near callback delegate
69 /// </summary>
70 private d.NearCallback nearCallback;
71 private d.NearCallback nearProbeCallback;
72 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
73 private List<ContactResult> m_contactResults = new List<ContactResult>();
74 private RayFilterFlags CurrentRayFilter;
75 private int CurrentMaxCount;
76
77 public ODERayCastRequestManager(OdeScene pScene)
78 {
79 m_scene = pScene;
80 nearCallback = near;
81 nearProbeCallback = nearProbe;
82 ray = d.CreateRay(IntPtr.Zero, 1.0f);
83 d.GeomSetCategoryBits(ray, 0);
84 Box = d.CreateBox(IntPtr.Zero, 1.0f, 1.0f, 1.0f);
85 d.GeomSetCategoryBits(Box, 0);
86 Sphere = d.CreateSphere(IntPtr.Zero,1.0f);
87 d.GeomSetCategoryBits(Sphere, 0);
88 Plane = d.CreatePlane(IntPtr.Zero, 0f,0f,1f,1f);
89 d.GeomSetCategoryBits(Sphere, 0);
90 }
91
92 public void QueueRequest(ODERayRequest req)
93 {
94 if (req.Count == 0)
95 req.Count = DefaultMaxCount;
96
97 m_PendingRequests.Enqueue(req);
98 }
99
100 /// <summary>
101 /// Process all queued raycast requests
102 /// </summary>
103 /// <returns>Time in MS the raycasts took to process.</returns>
104 public int ProcessQueuedRequests()
105 {
106
107 if (m_PendingRequests.Count <= 0)
108 return 0;
109
110 if (m_scene.ContactgeomsArray == IntPtr.Zero || ray == IntPtr.Zero)
111 // oops something got wrong or scene isn't ready still
112 {
113 m_PendingRequests.Clear();
114 return 0;
115 }
116
117 int time = Util.EnvironmentTickCount();
118
119 ODERayRequest req;
120 int closestHit;
121 int backfacecull;
122 CollisionCategories catflags;
123
124 while (m_PendingRequests.Dequeue(out req))
125 {
126 if (req.callbackMethod != null)
127 {
128 CurrentRayFilter = req.filter;
129 CurrentMaxCount = req.Count;
130
131 CollisionContactGeomsPerTest = req.Count & 0xffff;
132
133 closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
134 backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
135
136 if (req.callbackMethod is ProbeBoxCallback)
137 {
138 if (CollisionContactGeomsPerTest > 80)
139 CollisionContactGeomsPerTest = 80;
140 d.GeomBoxSetLengths(Box, req.Normal.X, req.Normal.Y, req.Normal.Z);
141 d.GeomSetPosition(Box, req.Origin.X, req.Origin.Y, req.Origin.Z);
142 d.Quaternion qtmp;
143 qtmp.X = req.orientation.X;
144 qtmp.Y = req.orientation.Y;
145 qtmp.Z = req.orientation.Z;
146 qtmp.W = req.orientation.W;
147 d.GeomSetQuaternion(Box, ref qtmp);
148 }
149 else if (req.callbackMethod is ProbeSphereCallback)
150 {
151 if (CollisionContactGeomsPerTest > 80)
152 CollisionContactGeomsPerTest = 80;
153
154 d.GeomSphereSetRadius(Sphere, req.length);
155 d.GeomSetPosition(Sphere, req.Origin.X, req.Origin.Y, req.Origin.Z);
156 }
157 else if (req.callbackMethod is ProbePlaneCallback)
158 {
159 if (CollisionContactGeomsPerTest > 80)
160 CollisionContactGeomsPerTest = 80;
161
162 d.GeomPlaneSetParams(Plane, req.Normal.X, req.Normal.Y, req.Normal.Z, req.length);
163 }
164
165 else
166 {
167 if (CollisionContactGeomsPerTest > 25)
168 CollisionContactGeomsPerTest = 25;
169
170 d.GeomRaySetLength(ray, req.length);
171 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
172 d.GeomRaySetParams(ray, 0, backfacecull);
173 d.GeomRaySetClosestHit(ray, closestHit);
174
175 if (req.callbackMethod is RaycastCallback)
176 {
177 // if we only want one get only one per Collision pair saving memory
178 CurrentRayFilter |= RayFilterFlags.ClosestHit;
179 d.GeomRaySetClosestHit(ray, 1);
180 }
181 else
182 d.GeomRaySetClosestHit(ray, closestHit);
183 }
184
185 if ((CurrentRayFilter & RayFilterFlags.ContactsUnImportant) != 0)
186 unchecked
187 {
188 CollisionContactGeomsPerTest |= (int)d.CONTACTS_UNIMPORTANT;
189 }
190
191 if (req.geom == IntPtr.Zero)
192 {
193 // translate ray filter to Collision flags
194 catflags = 0;
195 if ((CurrentRayFilter & RayFilterFlags.volumedtc) != 0)
196 catflags |= CollisionCategories.VolumeDtc;
197 if ((CurrentRayFilter & RayFilterFlags.phantom) != 0)
198 catflags |= CollisionCategories.Phantom;
199 if ((CurrentRayFilter & RayFilterFlags.agent) != 0)
200 catflags |= CollisionCategories.Character;
201 if ((CurrentRayFilter & RayFilterFlags.PrimsNonPhantom) != 0)
202 catflags |= CollisionCategories.Geom;
203 if ((CurrentRayFilter & RayFilterFlags.land) != 0)
204 catflags |= CollisionCategories.Land;
205 if ((CurrentRayFilter & RayFilterFlags.water) != 0)
206 catflags |= CollisionCategories.Water;
207
208 if (catflags != 0)
209 {
210 if (req.callbackMethod is ProbeBoxCallback)
211 {
212 catflags |= CollisionCategories.Space;
213 d.GeomSetCollideBits(Box, (uint)catflags);
214 d.GeomSetCategoryBits(Box, (uint)catflags);
215 doProbe(req, Box);
216 }
217 else if (req.callbackMethod is ProbeSphereCallback)
218 {
219 catflags |= CollisionCategories.Space;
220 d.GeomSetCollideBits(Sphere, (uint)catflags);
221 d.GeomSetCategoryBits(Sphere, (uint)catflags);
222 doProbe(req, Sphere);
223 }
224 else if (req.callbackMethod is ProbePlaneCallback)
225 {
226 catflags |= CollisionCategories.Space;
227 d.GeomSetCollideBits(Plane, (uint)catflags);
228 d.GeomSetCategoryBits(Plane, (uint)catflags);
229 doPlane(req);
230 }
231 else
232 {
233 d.GeomSetCollideBits(ray, (uint)catflags);
234 doSpaceRay(req);
235 }
236 }
237 }
238 else
239 {
240 // if we select a geom don't use filters
241
242 if (req.callbackMethod is ProbePlaneCallback)
243 {
244 d.GeomSetCollideBits(Plane, (uint)CollisionCategories.All);
245 doPlane(req);
246 }
247 else
248 {
249 d.GeomSetCollideBits(ray, (uint)CollisionCategories.All);
250 doGeomRay(req);
251 }
252 }
253 }
254
255 if (Util.EnvironmentTickCountSubtract(time) > MaxTimePerCallMS)
256 break;
257 }
258
259 lock (m_contactResults)
260 m_contactResults.Clear();
261
262 return Util.EnvironmentTickCountSubtract(time);
263 }
264 /// <summary>
265 /// Method that actually initiates the raycast with spaces
266 /// </summary>
267 /// <param name="req"></param>
268 ///
269
270 private const RayFilterFlags FilterActiveSpace = RayFilterFlags.agent | RayFilterFlags.physical | RayFilterFlags.LSLPhanton;
271// private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
272 private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
273
274 private void doSpaceRay(ODERayRequest req)
275 {
276 // Collide tests
277 if ((CurrentRayFilter & FilterActiveSpace) != 0)
278 {
279 d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
280 d.SpaceCollide2(ray, m_scene.CharsSpace, IntPtr.Zero, nearCallback);
281 }
282 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
283 d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
284 if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
285 {
286 // current ode land to ray collisions is very bad
287 // so for now limit its range badly
288
289 if (req.length > 30.0f)
290 d.GeomRaySetLength(ray, 30.0f);
291
292 d.SpaceCollide2(ray, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
293 }
294
295 if (req.callbackMethod is RaycastCallback)
296 {
297 // Define default results
298 bool hitYN = false;
299 uint hitConsumerID = 0;
300 float distance = float.MaxValue;
301 Vector3 closestcontact = Vector3.Zero;
302 Vector3 snormal = Vector3.Zero;
303
304 // Find closest contact and object.
305 lock (m_contactResults)
306 {
307 foreach (ContactResult cResult in m_contactResults)
308 {
309 if(cResult.Depth < distance)
310 {
311 closestcontact = cResult.Pos;
312 hitConsumerID = cResult.ConsumerID;
313 distance = cResult.Depth;
314 snormal = cResult.Normal;
315 }
316 }
317 m_contactResults.Clear();
318 }
319
320 if (distance > 0 && distance < float.MaxValue)
321 hitYN = true;
322 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
323 }
324 else
325 {
326 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
327 lock (m_PendingRequests)
328 {
329 cresult.AddRange(m_contactResults);
330 m_contactResults.Clear();
331 }
332 ((RayCallback)req.callbackMethod)(cresult);
333 }
334 }
335
336 private void doProbe(ODERayRequest req, IntPtr probe)
337 {
338 // Collide tests
339 if ((CurrentRayFilter & FilterActiveSpace) != 0)
340 {
341 d.SpaceCollide2(probe, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
342 d.SpaceCollide2(probe, m_scene.CharsSpace, IntPtr.Zero, nearCallback);
343 }
344 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
345 d.SpaceCollide2(probe, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
346 if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
347 d.SpaceCollide2(probe, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
348
349 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
350 lock (m_PendingRequests)
351 {
352 cresult.AddRange(m_contactResults);
353 m_contactResults.Clear();
354 }
355 if (req.callbackMethod is ProbeBoxCallback)
356 ((ProbeBoxCallback)req.callbackMethod)(cresult);
357 else if (req.callbackMethod is ProbeSphereCallback)
358 ((ProbeSphereCallback)req.callbackMethod)(cresult);
359 }
360
361 private void doPlane(ODERayRequest req)
362 {
363 // Collide tests
364 if (req.geom == IntPtr.Zero)
365 {
366 if ((CurrentRayFilter & FilterActiveSpace) != 0)
367 {
368 d.SpaceCollide2(Plane, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
369 d.SpaceCollide2(Plane, m_scene.CharsSpace, IntPtr.Zero, nearCallback);
370 }
371 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
372 d.SpaceCollide2(Plane, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
373 if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
374 d.SpaceCollide2(Plane, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
375 }
376 else
377 {
378 d.SpaceCollide2(Plane, req.geom, IntPtr.Zero, nearCallback);
379 }
380
381 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
382 lock (m_PendingRequests)
383 {
384 cresult.AddRange(m_contactResults);
385 m_contactResults.Clear();
386 }
387
388 ((ProbePlaneCallback)req.callbackMethod)(cresult);
389 }
390
391 /// <summary>
392 /// Method that actually initiates the raycast with a geom
393 /// </summary>
394 /// <param name="req"></param>
395 private void doGeomRay(ODERayRequest req)
396 {
397 // Collide test
398 d.SpaceCollide2(ray, req.geom, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
399
400 if (req.callbackMethod is RaycastCallback)
401 {
402 // Define default results
403 bool hitYN = false;
404 uint hitConsumerID = 0;
405 float distance = float.MaxValue;
406 Vector3 closestcontact = Vector3.Zero;
407 Vector3 snormal = Vector3.Zero;
408
409 // Find closest contact and object.
410 lock (m_contactResults)
411 {
412 foreach (ContactResult cResult in m_contactResults)
413 {
414 if(cResult.Depth < distance )
415 {
416 closestcontact = cResult.Pos;
417 hitConsumerID = cResult.ConsumerID;
418 distance = cResult.Depth;
419 snormal = cResult.Normal;
420 }
421 }
422 m_contactResults.Clear();
423 }
424
425 if (distance > 0 && distance < float.MaxValue)
426 hitYN = true;
427
428 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
429 }
430 else
431 {
432 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
433 lock (m_PendingRequests)
434 {
435 cresult.AddRange(m_contactResults);
436 m_contactResults.Clear();
437 }
438 ((RayCallback)req.callbackMethod)(cresult);
439 }
440 }
441
442 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
443 {
444 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
445 if (ContactgeomsArray == IntPtr.Zero || index >= CollisionContactGeomsPerTest)
446 return false;
447
448 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
449 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
450 return true;
451 }
452
453 // This is the standard Near. g1 is the ray
454 private void near(IntPtr space, IntPtr g1, IntPtr g2)
455 {
456 if (g2 == IntPtr.Zero || g1 == g2)
457 return;
458
459 if (m_contactResults.Count >= CurrentMaxCount)
460 return;
461
462 if (d.GeomIsSpace(g2))
463 {
464 try
465 {
466 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
467 }
468 catch (Exception e)
469 {
470 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
471 }
472 return;
473 }
474
475 int count = 0;
476 try
477 {
478 count = d.CollidePtr(g1, g2, CollisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
479 }
480 catch (Exception e)
481 {
482 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
483 return;
484 }
485
486 if (count == 0)
487 return;
488/*
489 uint cat1 = d.GeomGetCategoryBits(g1);
490 uint cat2 = d.GeomGetCategoryBits(g2);
491 uint col1 = d.GeomGetCollideBits(g1);
492 uint col2 = d.GeomGetCollideBits(g2);
493*/
494
495 uint ID = 0;
496 PhysicsActor p2 = null;
497
498 m_scene.actor_name_map.TryGetValue(g2, out p2);
499
500 if (p2 == null)
501 return;
502
503 switch (p2.PhysicsActorType)
504 {
505 case (int)ActorTypes.Prim:
506
507 RayFilterFlags thisFlags;
508
509 if (p2.IsPhysical)
510 thisFlags = RayFilterFlags.physical;
511 else
512 thisFlags = RayFilterFlags.nonphysical;
513
514 if (p2.Phantom)
515 thisFlags |= RayFilterFlags.phantom;
516
517 if (p2.IsVolumeDtc)
518 thisFlags |= RayFilterFlags.volumedtc;
519
520 if ((thisFlags & CurrentRayFilter) == 0)
521 return;
522
523 ID = ((OdePrim)p2).LocalID;
524 break;
525
526 case (int)ActorTypes.Agent:
527
528 if ((CurrentRayFilter & RayFilterFlags.agent) == 0)
529 return;
530 else
531 ID = ((OdeCharacter)p2).LocalID;
532 break;
533
534 case (int)ActorTypes.Ground:
535
536 if ((CurrentRayFilter & RayFilterFlags.land) == 0)
537 return;
538 break;
539
540 case (int)ActorTypes.Water:
541
542 if ((CurrentRayFilter & RayFilterFlags.water) == 0)
543 return;
544 break;
545
546 default:
547 break;
548 }
549
550 d.ContactGeom curcontact = new d.ContactGeom();
551
552 // closestHit for now only works for meshs, so must do it for others
553 if ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0)
554 {
555 // Loop all contacts, build results.
556 for (int i = 0; i < count; i++)
557 {
558 if (!GetCurContactGeom(i, ref curcontact))
559 break;
560
561 ContactResult collisionresult = new ContactResult();
562 collisionresult.ConsumerID = ID;
563 collisionresult.Pos.X = curcontact.pos.X;
564 collisionresult.Pos.Y = curcontact.pos.Y;
565 collisionresult.Pos.Z = curcontact.pos.Z;
566 collisionresult.Depth = curcontact.depth;
567 collisionresult.Normal.X = curcontact.normal.X;
568 collisionresult.Normal.Y = curcontact.normal.Y;
569 collisionresult.Normal.Z = curcontact.normal.Z;
570 lock (m_contactResults)
571 {
572 m_contactResults.Add(collisionresult);
573 if (m_contactResults.Count >= CurrentMaxCount)
574 return;
575 }
576 }
577 }
578 else
579 {
580 // keep only closest contact
581 ContactResult collisionresult = new ContactResult();
582 collisionresult.ConsumerID = ID;
583 collisionresult.Depth = float.MaxValue;
584
585 for (int i = 0; i < count; i++)
586 {
587 if (!GetCurContactGeom(i, ref curcontact))
588 break;
589
590 if (curcontact.depth < collisionresult.Depth)
591 {
592 collisionresult.Pos.X = curcontact.pos.X;
593 collisionresult.Pos.Y = curcontact.pos.Y;
594 collisionresult.Pos.Z = curcontact.pos.Z;
595 collisionresult.Depth = curcontact.depth;
596 collisionresult.Normal.X = curcontact.normal.X;
597 collisionresult.Normal.Y = curcontact.normal.Y;
598 collisionresult.Normal.Z = curcontact.normal.Z;
599 }
600 }
601
602 if (collisionresult.Depth != float.MaxValue)
603 {
604 lock (m_contactResults)
605 m_contactResults.Add(collisionresult);
606 }
607 }
608 }
609
610 private void nearProbe(IntPtr space, IntPtr g1, IntPtr g2)
611 {
612 if (g1 == IntPtr.Zero || g1 == g2)
613 return;
614
615 if (m_contactResults.Count >= CurrentMaxCount)
616 return;
617
618 if (d.GeomIsSpace(g1))
619 {
620 try
621 {
622 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearProbeCallback);
623 }
624 catch (Exception e)
625 {
626 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
627 }
628 return;
629 }
630
631 int count = 0;
632 try
633 {
634 count = d.CollidePtr(g1, g2, CollisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
635 }
636 catch (Exception e)
637 {
638 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
639 return;
640 }
641
642 if (count == 0)
643 return;
644
645 uint ID = 0;
646 PhysicsActor p1 = null;
647
648 m_scene.actor_name_map.TryGetValue(g1, out p1);
649
650 if (p1 == null)
651 return;
652
653 switch (p1.PhysicsActorType)
654 {
655 case (int)ActorTypes.Prim:
656
657 RayFilterFlags thisFlags;
658
659 if (p1.IsPhysical)
660 thisFlags = RayFilterFlags.physical;
661 else
662 thisFlags = RayFilterFlags.nonphysical;
663
664 if (p1.Phantom)
665 thisFlags |= RayFilterFlags.phantom;
666
667 if (p1.IsVolumeDtc)
668 thisFlags |= RayFilterFlags.volumedtc;
669
670 if ((thisFlags & CurrentRayFilter) == 0)
671 return;
672
673 ID = ((OdePrim)p1).LocalID;
674 break;
675
676 case (int)ActorTypes.Agent:
677
678 if ((CurrentRayFilter & RayFilterFlags.agent) == 0)
679 return;
680 else
681 ID = ((OdeCharacter)p1).LocalID;
682 break;
683
684 case (int)ActorTypes.Ground:
685
686 if ((CurrentRayFilter & RayFilterFlags.land) == 0)
687 return;
688 break;
689
690 case (int)ActorTypes.Water:
691
692 if ((CurrentRayFilter & RayFilterFlags.water) == 0)
693 return;
694 break;
695
696 default:
697 break;
698 }
699
700 d.ContactGeom curcontact = new d.ContactGeom();
701
702 // closestHit for now only works for meshs, so must do it for others
703 if ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0)
704 {
705 // Loop all contacts, build results.
706 for (int i = 0; i < count; i++)
707 {
708 if (!GetCurContactGeom(i, ref curcontact))
709 break;
710
711 ContactResult collisionresult = new ContactResult();
712 collisionresult.ConsumerID = ID;
713 collisionresult.Pos.X = curcontact.pos.X;
714 collisionresult.Pos.Y = curcontact.pos.Y;
715 collisionresult.Pos.Z = curcontact.pos.Z;
716 collisionresult.Depth = curcontact.depth;
717 collisionresult.Normal.X = curcontact.normal.X;
718 collisionresult.Normal.Y = curcontact.normal.Y;
719 collisionresult.Normal.Z = curcontact.normal.Z;
720 lock (m_contactResults)
721 {
722 m_contactResults.Add(collisionresult);
723 if (m_contactResults.Count >= CurrentMaxCount)
724 return;
725 }
726 }
727 }
728 else
729 {
730 // keep only closest contact
731 ContactResult collisionresult = new ContactResult();
732 collisionresult.ConsumerID = ID;
733 collisionresult.Depth = float.MaxValue;
734
735 for (int i = 0; i < count; i++)
736 {
737 if (!GetCurContactGeom(i, ref curcontact))
738 break;
739
740 if (curcontact.depth < collisionresult.Depth)
741 {
742 collisionresult.Pos.X = curcontact.pos.X;
743 collisionresult.Pos.Y = curcontact.pos.Y;
744 collisionresult.Pos.Z = curcontact.pos.Z;
745 collisionresult.Depth = curcontact.depth;
746 collisionresult.Normal.X = curcontact.normal.X;
747 collisionresult.Normal.Y = curcontact.normal.Y;
748 collisionresult.Normal.Z = curcontact.normal.Z;
749 }
750 }
751
752 if (collisionresult.Depth != float.MaxValue)
753 {
754 lock (m_contactResults)
755 m_contactResults.Add(collisionresult);
756 }
757 }
758 }
759
760 /// <summary>
761 /// Dereference the creator scene so that it can be garbage collected if needed.
762 /// </summary>
763 internal void Dispose()
764 {
765 m_scene = null;
766 if (ray != IntPtr.Zero)
767 {
768 d.GeomDestroy(ray);
769 ray = IntPtr.Zero;
770 }
771 if (Box != IntPtr.Zero)
772 {
773 d.GeomDestroy(Box);
774 Box = IntPtr.Zero;
775 }
776 if (Sphere != IntPtr.Zero)
777 {
778 d.GeomDestroy(Sphere);
779 Sphere = IntPtr.Zero;
780 }
781 if (Plane != IntPtr.Zero)
782 {
783 d.GeomDestroy(Plane);
784 Plane = IntPtr.Zero;
785 }
786 }
787 }
788
789 public struct ODERayRequest
790 {
791 public IntPtr geom;
792 public Vector3 Origin;
793 public Vector3 Normal;
794 public int Count;
795 public float length;
796 public object callbackMethod;
797 public RayFilterFlags filter;
798 public Quaternion orientation;
799 }
800} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs
new file mode 100644
index 0000000..e9023c3
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs
@@ -0,0 +1,356 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27// Ubit 2012
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using OdeAPI;
36using log4net;
37using OpenMetaverse;
38
39namespace OpenSim.Region.Physics.OdePlugin
40{
41 /// <summary>
42 /// </summary>
43 public class ODESitAvatar
44 {
45 private OdeScene m_scene;
46 private ODERayCastRequestManager m_raymanager;
47
48 public ODESitAvatar(OdeScene pScene, ODERayCastRequestManager raymanager)
49 {
50 m_scene = pScene;
51 m_raymanager = raymanager;
52 }
53
54 private static Vector3 SitAjust = new Vector3(0, 0, 0.4f);
55 private const RayFilterFlags RaySitFlags = RayFilterFlags.AllPrims | RayFilterFlags.ClosestHit;
56
57 private void RotAroundZ(float x, float y, ref Quaternion ori)
58 {
59 double ang = Math.Atan2(y, x);
60 ang *= 0.5d;
61 float s = (float)Math.Sin(ang);
62 float c = (float)Math.Cos(ang);
63
64 ori.X = 0;
65 ori.Y = 0;
66 ori.Z = s;
67 ori.W = c;
68 }
69
70
71 public void Sit(PhysicsActor actor, Vector3 avPos, Vector3 avCameraPosition, Vector3 offset, Vector3 avOffset, SitAvatarCallback PhysicsSitResponse)
72 {
73 if (!m_scene.haveActor(actor) || !(actor is OdePrim) || ((OdePrim)actor).prim_geom == IntPtr.Zero)
74 {
75 PhysicsSitResponse(-1, actor.LocalID, offset, Quaternion.Identity);
76 return;
77 }
78
79 IntPtr geom = ((OdePrim)actor).prim_geom;
80
81// Vector3 geopos = d.GeomGetPositionOMV(geom);
82// Quaternion geomOri = d.GeomGetQuaternionOMV(geom);
83
84 Vector3 geopos = actor.Position;
85 Quaternion geomOri = actor.Orientation;
86
87 Quaternion geomInvOri = Quaternion.Conjugate(geomOri);
88
89 Quaternion ori = Quaternion.Identity;
90
91 Vector3 rayDir = geopos + offset - avCameraPosition;
92
93 float raylen = rayDir.Length();
94 if (raylen < 0.001f)
95 {
96 PhysicsSitResponse(-1, actor.LocalID, offset, Quaternion.Identity);
97 return;
98 }
99 float t = 1 / raylen;
100 rayDir.X *= t;
101 rayDir.Y *= t;
102 rayDir.Z *= t;
103
104 raylen += 30f; // focal point may be far
105 List<ContactResult> rayResults;
106
107 rayResults = m_scene.RaycastActor(actor, avCameraPosition, rayDir, raylen, 1, RaySitFlags);
108 if (rayResults.Count == 0)
109 {
110/* if this fundamental ray failed, then just fail so user can try another spot and not be sitted far on a big prim
111 d.AABB aabb;
112 d.GeomGetAABB(geom, out aabb);
113 offset = new Vector3(avOffset.X, 0, aabb.MaxZ + avOffset.Z - geopos.Z);
114 ori = geomInvOri;
115 offset *= geomInvOri;
116 PhysicsSitResponse(1, actor.LocalID, offset, ori);
117*/
118 PhysicsSitResponse(0, actor.LocalID, offset, ori);
119 return;
120 }
121
122 int status = 1;
123
124 offset = rayResults[0].Pos - geopos;
125
126 d.GeomClassID geoclass = d.GeomGetClass(geom);
127
128 if (geoclass == d.GeomClassID.SphereClass)
129 {
130 float r = d.GeomSphereGetRadius(geom);
131
132 offset.Normalize();
133 offset *= r;
134
135 RotAroundZ(offset.X, offset.Y, ref ori);
136
137 if (r < 0.4f)
138 {
139 offset = new Vector3(0, 0, r);
140 }
141 else
142 {
143 if (offset.Z < 0.4f)
144 {
145 t = offset.Z;
146 float rsq = r * r;
147
148 t = 1.0f / (rsq - t * t);
149 offset.X *= t;
150 offset.Y *= t;
151 offset.Z = 0.4f;
152 t = rsq - 0.16f;
153 offset.X *= t;
154 offset.Y *= t;
155 }
156 else if (r > 0.8f && offset.Z > 0.8f * r)
157 {
158 status = 3;
159 avOffset.X = -avOffset.X;
160 avOffset.Z *= 1.6f;
161 }
162 }
163
164 offset += avOffset * ori;
165
166 ori = geomInvOri * ori;
167 offset *= geomInvOri;
168
169 PhysicsSitResponse(status, actor.LocalID, offset, ori);
170 return;
171 }
172
173 Vector3 norm = rayResults[0].Normal;
174
175 if (norm.Z < -0.4f)
176 {
177 PhysicsSitResponse(0, actor.LocalID, offset, Quaternion.Identity);
178 return;
179 }
180
181
182 float SitNormX = -rayDir.X;
183 float SitNormY = -rayDir.Y;
184
185 Vector3 pivot = geopos + offset;
186
187 float edgeNormalX = norm.X;
188 float edgeNormalY = norm.Y;
189 float edgeDirX = -rayDir.X;
190 float edgeDirY = -rayDir.Y;
191 Vector3 edgePos = rayResults[0].Pos;
192 float edgeDist = float.MaxValue;
193
194 bool foundEdge = false;
195
196 if (norm.Z < 0.5f)
197 {
198 float rayDist = 4.0f;
199
200 for (int i = 0; i < 6; i++)
201 {
202 pivot.X -= 0.01f * norm.X;
203 pivot.Y -= 0.01f * norm.Y;
204 pivot.Z -= 0.01f * norm.Z;
205
206 rayDir.X = -norm.X * norm.Z;
207 rayDir.Y = -norm.Y * norm.Z;
208 rayDir.Z = 1.0f - norm.Z * norm.Z;
209 rayDir.Normalize();
210
211 rayResults = m_scene.RaycastActor(actor, pivot, rayDir, rayDist, 1, RayFilterFlags.AllPrims);
212 if (rayResults.Count == 0)
213 break;
214
215 if (Math.Abs(rayResults[0].Normal.Z) < 0.7f)
216 {
217 rayDist -= rayResults[0].Depth;
218 if (rayDist < 0f)
219 break;
220
221 pivot = rayResults[0].Pos;
222 norm = rayResults[0].Normal;
223 edgeNormalX = norm.X;
224 edgeNormalY = norm.Y;
225 edgeDirX = -rayDir.X;
226 edgeDirY = -rayDir.Y;
227 }
228 else
229 {
230 foundEdge = true;
231 edgePos = rayResults[0].Pos;
232 break;
233 }
234 }
235
236 if (!foundEdge)
237 {
238 PhysicsSitResponse(0, actor.LocalID, offset, ori);
239 return;
240 }
241 avOffset.X *= 0.5f;
242 }
243
244 else if (norm.Z > 0.866f)
245 {
246 float toCamBaseX = avCameraPosition.X - pivot.X;
247 float toCamBaseY = avCameraPosition.Y - pivot.Y;
248 float toCamX = toCamBaseX;
249 float toCamY = toCamBaseY;
250
251 for (int j = 0; j < 4; j++)
252 {
253 float rayDist = 1.0f;
254 float curEdgeDist = 0.0f;
255
256 for (int i = 0; i < 3; i++)
257 {
258 pivot.Z -= 0.01f;
259 rayDir.X = toCamX;
260 rayDir.Y = toCamY;
261 rayDir.Z = (-toCamX * norm.X - toCamY * norm.Y) / norm.Z;
262 rayDir.Normalize();
263
264 rayResults = m_scene.RaycastActor(actor, pivot, rayDir, rayDist, 1, RayFilterFlags.AllPrims);
265 if (rayResults.Count == 0)
266 break;
267
268 curEdgeDist += rayResults[0].Depth;
269
270 if (rayResults[0].Normal.Z > 0.5f)
271 {
272 rayDist -= rayResults[0].Depth;
273 if (rayDist < 0f)
274 break;
275
276 pivot = rayResults[0].Pos;
277 norm = rayResults[0].Normal;
278 }
279 else
280 {
281 foundEdge = true;
282 if (curEdgeDist < edgeDist)
283 {
284 edgeDist = curEdgeDist;
285 edgeNormalX = rayResults[0].Normal.X;
286 edgeNormalY = rayResults[0].Normal.Y;
287 edgeDirX = rayDir.X;
288 edgeDirY = rayDir.Y;
289 edgePos = rayResults[0].Pos;
290 }
291 break;
292 }
293 }
294 if (foundEdge && edgeDist < 0.2f)
295 break;
296
297 pivot = geopos + offset;
298
299 switch (j)
300 {
301 case 0:
302 toCamX = -toCamBaseY;
303 toCamY = toCamBaseX;
304 break;
305 case 1:
306 toCamX = toCamBaseY;
307 toCamY = -toCamBaseX;
308 break;
309 case 2:
310 toCamX = -toCamBaseX;
311 toCamY = -toCamBaseY;
312 break;
313 default:
314 break;
315 }
316 }
317
318 if (!foundEdge)
319 {
320 avOffset.X = -avOffset.X;
321 avOffset.Z *= 1.6f;
322
323 RotAroundZ(SitNormX, SitNormY, ref ori);
324
325 offset += avOffset * ori;
326
327 ori = geomInvOri * ori;
328 offset *= geomInvOri;
329
330 PhysicsSitResponse(3, actor.LocalID, offset, ori);
331 return;
332 }
333 avOffset.X *= 0.5f;
334 }
335
336 SitNormX = edgeNormalX;
337 SitNormY = edgeNormalY;
338 if (edgeDirX * SitNormX + edgeDirY * SitNormY < 0)
339 {
340 SitNormX = -SitNormX;
341 SitNormY = -SitNormY;
342 }
343
344 RotAroundZ(SitNormX, SitNormY, ref ori);
345
346 offset = edgePos + avOffset * ori;
347 offset -= geopos;
348
349 ori = geomInvOri * ori;
350 offset *= geomInvOri;
351
352 PhysicsSitResponse(1, actor.LocalID, offset, ori);
353 return;
354 }
355 }
356} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
new file mode 100644
index 0000000..10d7d50
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,2025 @@
1/*
2 * based on:
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 * changes by opensim team;
39 * changes by Aurora team http://www.aurora-sim.org/
40
41 * Revision/fixs by Ubit Umarov
42 */
43
44using System;
45using System.Runtime.InteropServices;
46using System.Security;
47using OMV = OpenMetaverse;
48namespace OdeAPI
49{
50//#if dDOUBLE
51// don't see much use in double precision with time steps of 20ms and 10 iterations used on opensim
52// at least we save same memory and memory access time, FPU performance on intel usually is similar
53// using dReal = System.Double;
54//#else
55 using dReal = System.Single;
56//#endif
57
58 public static class d
59 {
60 public static dReal Infinity = dReal.MaxValue;
61 public static int NTotalBodies = 0;
62 public static int NTotalGeoms = 0;
63
64 public const uint CONTACTS_UNIMPORTANT = 0x80000000;
65
66 #region Flags and Enumerations
67
68 [Flags]
69 public enum AllocateODEDataFlags : uint
70 {
71 BasicData = 0,
72 CollisionData = 0x00000001,
73 All = ~0u
74 }
75
76 [Flags]
77 public enum IniteODEFlags : uint
78 {
79 dInitFlagManualThreadCleanup = 0x00000001
80 }
81
82 [Flags]
83 public enum ContactFlags : int
84 {
85 Mu2 = 0x001,
86 FDir1 = 0x002,
87 Bounce = 0x004,
88 SoftERP = 0x008,
89 SoftCFM = 0x010,
90 Motion1 = 0x020,
91 Motion2 = 0x040,
92 MotionN = 0x080,
93 Slip1 = 0x100,
94 Slip2 = 0x200,
95 Approx0 = 0x0000,
96 Approx1_1 = 0x1000,
97 Approx1_2 = 0x2000,
98 Approx1 = 0x3000
99 }
100
101 public enum GeomClassID : int
102 {
103 SphereClass,
104 BoxClass,
105 CapsuleClass,
106 CylinderClass,
107 PlaneClass,
108 RayClass,
109 ConvexClass,
110 GeomTransformClass,
111 TriMeshClass,
112 HeightfieldClass,
113 FirstSpaceClass,
114 SimpleSpaceClass = FirstSpaceClass,
115 HashSpaceClass,
116 QuadTreeSpaceClass,
117 LastSpaceClass = QuadTreeSpaceClass,
118 UbitTerrainClass,
119 FirstUserClass,
120 LastUserClass = FirstUserClass + MaxUserClasses - 1,
121 NumClasses,
122 MaxUserClasses = 5
123 }
124
125 public enum JointType : int
126 {
127 None,
128 Ball,
129 Hinge,
130 Slider,
131 Contact,
132 Universal,
133 Hinge2,
134 Fixed,
135 Null,
136 AMotor,
137 LMotor,
138 Plane2D
139 }
140
141 public enum JointParam : int
142 {
143 LoStop,
144 HiStop,
145 Vel,
146 FMax,
147 FudgeFactor,
148 Bounce,
149 CFM,
150 StopERP,
151 StopCFM,
152 SuspensionERP,
153 SuspensionCFM,
154 LoStop2 = 256,
155 HiStop2,
156 Vel2,
157 FMax2,
158 FudgeFactor2,
159 Bounce2,
160 CFM2,
161 StopERP2,
162 StopCFM2,
163 SuspensionERP2,
164 SuspensionCFM2,
165 LoStop3 = 512,
166 HiStop3,
167 Vel3,
168 FMax3,
169 FudgeFactor3,
170 Bounce3,
171 CFM3,
172 StopERP3,
173 StopCFM3,
174 SuspensionERP3,
175 SuspensionCFM3
176 }
177
178 public enum dSweepAndPruneAxis : int
179 {
180 XYZ = ((0)|(1<<2)|(2<<4)),
181 XZY = ((0)|(2<<2)|(1<<4)),
182 YXZ = ((1)|(0<<2)|(2<<4)),
183 YZX = ((1)|(2<<2)|(0<<4)),
184 ZXY = ((2)|(0<<2)|(1<<4)),
185 ZYX = ((2)|(1<<2)|(0<<4))
186 }
187
188 #endregion
189
190 #region Callbacks
191
192 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
193 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
194
195 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
196 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
197
198 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
199 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
200
201 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
202 public delegate ColliderFn GetColliderFnFn(int num);
203
204 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
205 public delegate void GeomDtorFn(IntPtr o);
206
207 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
208 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
209
210 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
211 public delegate dReal UbitTerrainGetHeight(IntPtr p_user_data, int x, int z);
212
213 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
214 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
215
216 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
217 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
218
219 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
220 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
221
222 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
223 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
224
225 #endregion
226
227 #region Structs
228
229 [StructLayout(LayoutKind.Sequential)]
230 public struct AABB
231 {
232 public dReal MinX, MaxX;
233 public dReal MinY, MaxY;
234 public dReal MinZ, MaxZ;
235 }
236
237
238 [StructLayout(LayoutKind.Sequential)]
239 public struct Contact
240 {
241 public SurfaceParameters surface;
242 public ContactGeom geom;
243 public Vector3 fdir1;
244 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
245 }
246
247
248 [StructLayout(LayoutKind.Sequential)]
249 public struct ContactGeom
250 {
251
252 public Vector3 pos;
253 public Vector3 normal;
254 public dReal depth;
255 public IntPtr g1;
256 public IntPtr g2;
257 public int side1;
258 public int side2;
259 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
260 }
261
262 [StructLayout(LayoutKind.Sequential)]
263 public struct GeomClass
264 {
265 public int bytes;
266 public GetColliderFnFn collider;
267 public GetAABBFn aabb;
268 public AABBTestFn aabb_test;
269 public GeomDtorFn dtor;
270 }
271
272
273 [StructLayout(LayoutKind.Sequential)]
274 public struct JointFeedback
275 {
276 public Vector3 f1;
277 public Vector3 t1;
278 public Vector3 f2;
279 public Vector3 t2;
280 }
281
282
283 [StructLayout(LayoutKind.Sequential)]
284 public struct Mass
285 {
286 public dReal mass;
287 public Vector4 c;
288 public Matrix3 I;
289 }
290
291
292 [StructLayout(LayoutKind.Sequential)]
293 public struct Matrix3
294 {
295 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
296 {
297 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
298 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
299 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
300 }
301 public dReal M00, M10, M20;
302 private dReal _m30;
303 public dReal M01, M11, M21;
304 private dReal _m31;
305 public dReal M02, M12, M22;
306 private dReal _m32;
307 }
308
309 [StructLayout(LayoutKind.Sequential)]
310 public struct Matrix4
311 {
312 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
313 dReal m01, dReal m11, dReal m21, dReal m31,
314 dReal m02, dReal m12, dReal m22, dReal m32,
315 dReal m03, dReal m13, dReal m23, dReal m33)
316 {
317 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
318 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
319 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
320 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
321 }
322 public dReal M00, M10, M20, M30;
323 public dReal M01, M11, M21, M31;
324 public dReal M02, M12, M22, M32;
325 public dReal M03, M13, M23, M33;
326 }
327
328 [StructLayout(LayoutKind.Sequential)]
329 public struct Quaternion
330 {
331 public dReal W, X, Y, Z;
332 }
333
334
335 [StructLayout(LayoutKind.Sequential)]
336 public struct SurfaceParameters
337 {
338 public ContactFlags mode;
339 public dReal mu;
340 public dReal mu2;
341 public dReal bounce;
342 public dReal bounce_vel;
343 public dReal soft_erp;
344 public dReal soft_cfm;
345 public dReal motion1;
346 public dReal motion2;
347 public dReal motionN;
348 public dReal slip1;
349 public dReal slip2;
350 }
351
352
353 [StructLayout(LayoutKind.Sequential)]
354 public struct Vector3
355 {
356 public Vector3(dReal x, dReal y, dReal z)
357 {
358 X = x; Y = y; Z = z; _w = 0.0f;
359 }
360 public dReal X, Y, Z;
361 private dReal _w;
362 }
363
364
365 [StructLayout(LayoutKind.Sequential)]
366 public struct Vector4
367 {
368 public Vector4(dReal x, dReal y, dReal z, dReal w)
369 {
370 X = x; Y = y; Z = z; W = w;
371 }
372 public dReal X, Y, Z, W;
373 }
374
375 #endregion
376
377 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
378 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
379
380 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
381 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
382
383 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
384 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
385
386 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
387 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
388
389 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
390 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
391
392 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
393 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
394
395 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
396 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
397
398 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
399 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
400
401 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
402 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
403
404 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
405 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
406
407 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
408 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
409
410 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
411 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
412
413 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
414 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
415
416 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
417 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
418
419 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
420 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
421
422 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
423 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
424
425 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
426 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
427
428 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
429 public static extern IntPtr BodyiCreate(IntPtr world);
430 public static IntPtr BodyCreate(IntPtr world)
431 {
432 NTotalBodies++;
433 return BodyiCreate(world);
434 }
435
436 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
437 public static extern void BodyiDestroy(IntPtr body);
438 public static void BodyDestroy(IntPtr body)
439 {
440 NTotalBodies--;
441 BodyiDestroy(body);
442 }
443
444 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
445 public static extern void BodyDisable(IntPtr body);
446
447 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
448 public static extern void BodyEnable(IntPtr body);
449
450 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
451 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
452
453 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
454 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
455
456 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
457 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
458
459 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
460 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
461
462 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
463 public static extern int BodyGetAutoDisableSteps(IntPtr body);
464
465 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
466 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
467
468 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
469 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
470 public static Vector3 BodyGetAngularVel(IntPtr body)
471 {
472 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
473 }
474
475 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
476 public static extern IntPtr BodyGetData(IntPtr body);
477
478 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
479 public static extern int BodyGetFiniteRotationMode(IntPtr body);
480
481 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
482 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
483
484 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
485 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
486 public static Vector3 BodyGetForce(IntPtr body)
487 {
488 unsafe { return *(BodyGetForceUnsafe(body)); }
489 }
490
491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
492 public static extern bool BodyGetGravityMode(IntPtr body);
493
494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
495 public static extern int BodyGetGyroscopicMode(IntPtr body);
496
497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
498 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
499
500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
501 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
502 public static Vector3 BodyGetLinearVel(IntPtr body)
503 {
504 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
505 }
506
507 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
508 public static extern void BodyGetMass(IntPtr body, out Mass mass);
509
510 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
511 public static extern int BodyGetNumJoints(IntPtr body);
512
513 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
514 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
515
516 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
517 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
518 public static Vector3 BodyGetPosition(IntPtr body)
519 {
520 unsafe { return *(BodyGetPositionUnsafe(body)); }
521 }
522
523 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
524 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
525
526 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
527 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
528 public static Quaternion BodyGetQuaternion(IntPtr body)
529 {
530 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
531 }
532
533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
534 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
535
536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
537 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
538
539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
540 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
541 public static Matrix3 BodyGetRotation(IntPtr body)
542 {
543 unsafe { return *(BodyGetRotationUnsafe(body)); }
544 }
545
546 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
547 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
548 public static Vector3 BodyGetTorque(IntPtr body)
549 {
550 unsafe { return *(BodyGetTorqueUnsafe(body)); }
551 }
552
553 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
554 public static extern IntPtr BodyGetWorld(IntPtr body);
555
556 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
557 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
558
559 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
560 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
561
562
563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
564 public static extern bool BodyIsEnabled(IntPtr body);
565
566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
567 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
568
569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
570 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
571
572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
573 public static extern void BodySetAutoDisableDefaults(IntPtr body);
574
575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
576 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
577
578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
579 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
580
581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
582 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
583
584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
585 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
586
587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
588 public static extern void BodySetData(IntPtr body, IntPtr data);
589
590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
591 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
592
593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
594 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
595
596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
597 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
598
599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
600 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
601
602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
603 public static extern dReal BodyGetLinearDamping(IntPtr body);
604
605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
606 public static extern dReal BodyGetAngularDamping(IntPtr body);
607
608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
609 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
610
611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
612 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
613
614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
615 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
616
617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
618 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
619
620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
621 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
622
623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
624 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
625
626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
627 public static extern void BodySetGravityMode(IntPtr body, bool mode);
628
629 /// <summary>
630 /// Sets the Gyroscopic term status on the body specified.
631 /// </summary>
632 /// <param name="body">Pointer to body</param>
633 /// <param name="enabled">NonZero enabled, Zero disabled</param>
634 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
635 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
636
637 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
638 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
639
640 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
641 public static extern void BodySetMass(IntPtr body, ref Mass mass);
642
643 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
644 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
645
646 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
647 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
648
649 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
650 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
651
652 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
653 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
654
655 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
656 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
657
658 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
659 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
660
661 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
662 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
663
664 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
665 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
666
667 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
668 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
669 ref Vector3 side1, ref Vector3 p2,
670 ref Matrix3 R2, ref Vector3 side2,
671 ref Vector3 normal, out dReal depth, out int return_code,
672 int maxc, out ContactGeom contact, int skip);
673
674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
675 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
676 ref Vector3 side1, ref Vector3 _p2,
677 ref Matrix3 R2, ref Vector3 side2);
678
679 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
680 public static extern void CleanupODEAllDataForThread();
681
682 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
683 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
684 ref Vector3 b1, ref Vector3 b2,
685 ref Vector3 cp1, ref Vector3 cp2);
686
687 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
688 public static extern void CloseODE();
689
690 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
691 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
693 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
694
695 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
696 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
697
698 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
699 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
700 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
701 {
702 NTotalGeoms++;
703 return CreateiBox(space, lx, ly, lz);
704 }
705
706 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
707 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
708 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
709 {
710 NTotalGeoms++;
711 return CreateiCapsule(space, radius, length);
712 }
713
714 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
715 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
716 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
717 {
718 NTotalGeoms++;
719 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
720 }
721
722 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
723 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
724 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
725 {
726 NTotalGeoms++;
727 return CreateiCylinder(space, radius, length);
728 }
729
730 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
731 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
732 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
733 {
734 NTotalGeoms++;
735 return CreateiHeightfield(space, data, bPlaceable);
736 }
737
738 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateUbitTerrain"), SuppressUnmanagedCodeSecurity]
739 public static extern IntPtr CreateiUbitTerrain(IntPtr space, IntPtr data, int bPlaceable);
740 public static IntPtr CreateUbitTerrain(IntPtr space, IntPtr data, int bPlaceable)
741 {
742 NTotalGeoms++;
743 return CreateiUbitTerrain(space, data, bPlaceable);
744 }
745
746
747
748
749
750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
751 public static extern IntPtr CreateiGeom(int classnum);
752 public static IntPtr CreateGeom(int classnum)
753 {
754 NTotalGeoms++;
755 return CreateiGeom(classnum);
756 }
757
758 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
759 public static extern int CreateGeomClass(ref GeomClass classptr);
760
761 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
762 public static extern IntPtr CreateGeomTransform(IntPtr space);
763
764 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
765 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
766 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
767 {
768 NTotalGeoms++;
769 return CreateiPlane(space, a, b, c, d);
770 }
771
772 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
773 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
774 public static IntPtr CreateRay(IntPtr space, dReal length)
775 {
776 NTotalGeoms++;
777 return CreateiRay(space, length);
778 }
779
780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
781 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
782 public static IntPtr CreateSphere(IntPtr space, dReal radius)
783 {
784 NTotalGeoms++;
785 return CreateiSphere(space, radius);
786 }
787
788 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
789 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
790 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
791 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
792 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
793 {
794 NTotalGeoms++;
795 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
796 }
797 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
798 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
799
800 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
801 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
802
803 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
804 public static extern int FactorCholesky(ref dReal A00, int n);
805
806 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
807 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
808
809 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
810 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
811
812 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
813 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
814
815 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
816 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
817
818 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
819 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
820
821 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
822 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
823
824 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
825 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
826
827 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
828 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
829
830 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
831 public static extern void GeomClearOffset(IntPtr geom);
832
833 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
834 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
835
836 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
837 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
838
839 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
840 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
841
842 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
843 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
844
845 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
846 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
847
848 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
849 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
850
851 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
852 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
853
854 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
855 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
856
857 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
858 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
859
860 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
861 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
862
863 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
864 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
865
866 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
867 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
868
869 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
870 public static extern void GeomiDestroy(IntPtr geom);
871 public static void GeomDestroy(IntPtr geom)
872 {
873 NTotalGeoms--;
874 GeomiDestroy(geom);
875 }
876
877
878 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
879 public static extern void GeomDisable(IntPtr geom);
880
881 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
882 public static extern void GeomEnable(IntPtr geom);
883
884 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
885 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
886
887 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
888 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
889
890 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
891 public static extern IntPtr GeomGetBody(IntPtr geom);
892
893 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
894 public static extern uint GeomGetCategoryBits(IntPtr geom);
895
896 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
897 public static extern IntPtr GeomGetClassData(IntPtr geom);
898
899 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
900 public static extern uint GeomGetCollideBits(IntPtr geom);
901
902 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
903 public static extern GeomClassID GeomGetClass(IntPtr geom);
904
905 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
906 public static extern IntPtr GeomGetData(IntPtr geom);
907
908 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
909 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
910 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
911 {
912 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
913 }
914
915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
916 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
917 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
918 {
919 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
920 }
921
922 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
923 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
924 public static Vector3 GeomGetPosition(IntPtr geom)
925 {
926 unsafe { return *(GeomGetPositionUnsafe(geom)); }
927 }
928 public static OMV.Vector3 GeomGetPositionOMV(IntPtr geom)
929 {
930 Vector3 vtmp = GeomGetPosition(geom);
931 return new OMV.Vector3(vtmp.X, vtmp.Y, vtmp.Z);
932 }
933
934 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
935 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
936 public static OMV.Quaternion GeomGetQuaternionOMV(IntPtr geom)
937 {
938 Quaternion qtmp;
939 GeomCopyQuaternion(geom, out qtmp);
940 return new OMV.Quaternion(qtmp.X, qtmp.Y, qtmp.Z, qtmp.W);
941 }
942
943 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
944 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
945
946 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
947 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
948 public static Matrix3 GeomGetRotation(IntPtr geom)
949 {
950 unsafe { return *(GeomGetRotationUnsafe(geom)); }
951 }
952
953 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
954 public static extern IntPtr GeomGetSpace(IntPtr geom);
955
956 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
957 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
958 dReal width, dReal depth, int widthSamples, int depthSamples,
959 dReal scale, dReal offset, dReal thickness, int bWrap);
960
961 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
962 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
963 dReal width, dReal depth, int widthSamples, int depthSamples,
964 dReal scale, dReal offset, dReal thickness, int bWrap);
965
966 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
967 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
968 dReal width, dReal depth, int widthSamples, int depthSamples,
969 dReal scale, dReal offset, dReal thickness, int bWrap);
970
971 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
972 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
973 dReal width, dReal depth, int widthSamples, int depthSamples,
974 dReal scale, dReal offset, dReal thickness, int bWrap);
975
976 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
977 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
978 dReal width, dReal depth, int widthSamples, int depthSamples,
979 dReal scale, dReal offset, dReal thickness, int bWrap);
980
981 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
982 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
983 dReal width, dReal depth, int widthSamples, int depthSamples,
984 dReal scale, dReal offset, dReal thickness, int bWrap);
985
986 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
987 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
988 dReal width, dReal depth, int widthSamples, int depthSamples,
989 dReal scale, dReal offset, dReal thickness, int bWrap);
990
991 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
992 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
993 dReal width, dReal depth, int widthSamples, int depthSamples,
994 dReal scale, dReal offset, dReal thickness, int bWrap);
995
996
997
998 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
999 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
1000 dReal width, dReal depth, int widthSamples, int depthSamples,
1001 dReal scale, dReal offset, dReal thickness, int bWrap);
1002
1003 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1004 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
1005 dReal width, dReal depth, int widthSamples, int depthSamples,
1006 dReal scale, dReal offset, dReal thickness, int bWrap);
1007
1008 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
1009 public static extern IntPtr GeomHeightfieldDataCreate();
1010
1011 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
1012 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
1013
1014 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
1015 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1016
1017 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1018 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
1019
1020 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1021 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
1022
1023
1024 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1025 public static extern void GeomUbitTerrainDataBuild(IntPtr d, float[] pHeightData, int bCopyHeightData,
1026 dReal sampleSize, int widthSamples, int depthSamples,
1027 dReal offset, dReal thickness, int bWrap);
1028
1029 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1030 public static extern void GeomUbitTerrainDataBuild(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
1031 dReal sampleSize, int widthSamples, int depthSamples,
1032 dReal thickness, int bWrap);
1033
1034 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataCreate"), SuppressUnmanagedCodeSecurity]
1035 public static extern IntPtr GeomUbitTerrainDataCreate();
1036
1037 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataDestroy"), SuppressUnmanagedCodeSecurity]
1038 public static extern void GeomUbitTerrainDataDestroy(IntPtr d);
1039
1040 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataSetBounds"), SuppressUnmanagedCodeSecurity]
1041 public static extern void GeomUbitTerrainDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1042
1043 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1044 public static extern IntPtr GeomUbitTerrainGetHeightfieldData(IntPtr g);
1045
1046 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1047 public static extern void GeomUbitTerrainSetHeightfieldData(IntPtr g, IntPtr d);
1048
1049
1050 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
1051 public static extern bool GeomIsEnabled(IntPtr geom);
1052
1053 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
1054 public static extern bool GeomIsOffset(IntPtr geom);
1055
1056 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
1057 public static extern bool GeomIsSpace(IntPtr geom);
1058
1059 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1060 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1061
1062 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1063 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1064
1065 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1066 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1067
1068 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1069 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1070
1071 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1072 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1073
1074 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1075 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1076
1077 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1078 public static extern int GeomRayGetClosestHit(IntPtr ray);
1079
1080 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1081 public static extern dReal GeomRayGetLength(IntPtr ray);
1082
1083 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1084 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1085
1086 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1087 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1088
1089 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1090 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1091
1092 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1093 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1094
1095 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1096 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1097
1098 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1099 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1100
1101 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1102 public static extern void GeomSetCategoryBits(IntPtr geom, uint bits);
1103
1104 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1105 public static extern void GeomSetCollideBits(IntPtr geom, uint bits);
1106
1107 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1108 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1109
1110 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1111 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1112
1113 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1114 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1115
1116 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1117 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1118
1119 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1120 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1121
1122 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1123 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1124
1125 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1126 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1127
1128 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1129 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1130
1131 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1132 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1133
1134 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1135 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1136
1137 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1138 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1139
1140 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1141 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1142
1143 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1144 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1145
1146 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1147 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1148
1149 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1150 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1151
1152 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1153 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1154
1155 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1156 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1157
1158 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1159 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1160
1161 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1162 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1163
1164 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1165 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1166
1167 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1168 public static extern int GeomTransformGetCleanup(IntPtr geom);
1169
1170 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1171 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1172
1173 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1174 public static extern int GeomTransformGetInfo(IntPtr geom);
1175
1176 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1177 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1178
1179 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1180 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1181
1182 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1183 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1184
1185 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1186 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1187 double[] vertices, int vertexStride, int vertexCount,
1188 int[] indices, int indexCount, int triStride);
1189
1190 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1191 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1192 IntPtr vertices, int vertexStride, int vertexCount,
1193 IntPtr indices, int indexCount, int triStride);
1194
1195 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1196 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1197 double[] vertices, int vertexStride, int vertexCount,
1198 int[] indices, int indexCount, int triStride,
1199 double[] normals);
1200
1201 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1202 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1203 IntPtr vertices, int vertexStride, int vertexCount,
1204 IntPtr indices, int indexCount, int triStride,
1205 IntPtr normals);
1206
1207 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1208 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1209 dReal[] vertices, int vertexStride, int vertexCount,
1210 int[] indices, int indexCount, int triStride);
1211
1212 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1213 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1214 IntPtr vertices, int vertexStride, int vertexCount,
1215 IntPtr indices, int indexCount, int triStride);
1216
1217 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1218 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1219 dReal[] vertices, int vertexStride, int vertexCount,
1220 int[] indices, int indexCount, int triStride,
1221 dReal[] normals);
1222
1223 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1224 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1225 IntPtr vertices, int vertexStride, int vertexCount,
1226 IntPtr indices, int indexCount, int triStride,
1227 IntPtr normals);
1228
1229 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1230 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1231 float[] vertices, int vertexStride, int vertexCount,
1232 int[] indices, int indexCount, int triStride);
1233
1234 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1235 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1236 IntPtr vertices, int vertexStride, int vertexCount,
1237 IntPtr indices, int indexCount, int triStride);
1238
1239 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1240 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1241 float[] vertices, int vertexStride, int vertexCount,
1242 int[] indices, int indexCount, int triStride,
1243 float[] normals);
1244
1245 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1246 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1247 IntPtr vertices, int vertexStride, int vertexCount,
1248 IntPtr indices, int indexCount, int triStride,
1249 IntPtr normals);
1250
1251 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1252 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1253
1254 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1255 public static extern IntPtr GeomTriMeshDataCreate();
1256
1257 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1258 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1259
1260 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1261 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1262
1263 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1264 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1265
1266 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1267 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1268
1269 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1270 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1271
1272 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1273 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1274
1275 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1276 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1277
1278 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1279 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1280
1281 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1282 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1283
1284 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1285 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1286 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1287 {
1288 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1289 }
1290
1291 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1292 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1293
1294 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1295 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1296
1297 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1298 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1299
1300 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1301 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1302
1303 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1304 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1305
1306 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1307 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1308
1309 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1310 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1311
1312 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1313 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1314
1315 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1316 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1317
1318 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1319 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1320
1321 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1322 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1323
1324 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1325 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1326
1327 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1328 public static extern IntPtr iGetConfiguration();
1329
1330 public static string GetConfiguration()
1331 {
1332 IntPtr ptr = iGetConfiguration();
1333 string s = Marshal.PtrToStringAnsi(ptr);
1334 return s;
1335 }
1336
1337 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1338 public static extern IntPtr HashSpaceCreate(IntPtr space);
1339
1340 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1341 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1342
1343 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1344 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1345
1346 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1347 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1348
1349 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1350 public static extern void InitODE();
1351
1352 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1353 public static extern int InitODE2(uint ODEInitFlags);
1354
1355 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1356 public static extern int IsPositiveDefinite(ref dReal A, int n);
1357
1358 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1359 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1360
1361 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1362 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1363
1364 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1365 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1366
1367 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1368 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1369
1370 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1371 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1372
1373 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1374 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1375
1376 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1377 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1378
1379 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1380 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1381
1382 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1383 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1384
1385 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1386 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1387
1388 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1389 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1390 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1391 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1392
1393 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1394 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1395
1396 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1397 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1398
1399 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1400 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1401
1402 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1403 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1404
1405 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1406 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1407
1408 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1409 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1410
1411 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1412 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1413
1414 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1415 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1416
1417 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1418 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1419
1420 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1421 public static extern void JointDestroy(IntPtr j);
1422
1423 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1424 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1425
1426 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1427 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1428
1429 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1430 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1431
1432 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1433 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1434
1435 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1436 public static extern int JointGetAMotorMode(IntPtr j);
1437
1438 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1439 public static extern int JointGetAMotorNumAxes(IntPtr j);
1440
1441 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1442 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1443
1444 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1445 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1446
1447 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1448 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1449
1450 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1451 public static extern IntPtr JointGetBody(IntPtr j);
1452
1453 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1454 public static extern IntPtr JointGetData(IntPtr j);
1455
1456 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1457 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1458 public static JointFeedback JointGetFeedback(IntPtr j)
1459 {
1460 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1461 }
1462
1463 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1464 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1465
1466 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1467 public static extern dReal JointGetHingeAngle(IntPtr j);
1468
1469 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1470 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1471
1472 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1473 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1474
1475 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1476 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1477
1478 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1479 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1480
1481 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1482 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1483
1484 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1485 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1486
1487 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1488 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1489
1490 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1491 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1492
1493 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1494 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1495
1496 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1497 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1498
1499 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1500 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1501
1502 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1503 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1504
1505 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1506 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1507
1508 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1509 public static extern int JointGetLMotorNumAxes(IntPtr j);
1510
1511 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1512 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1513
1514 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1515 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1516
1517 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1518 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1519
1520 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1521 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1522
1523 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1524 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1525
1526 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1527 public static extern dReal JointGetPRPosition(IntPtr j);
1528
1529 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1530 public static extern dReal JointGetPRPositionRate(IntPtr j);
1531
1532 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1533 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1534
1535 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1536 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1537
1538 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1539 public static extern dReal JointGetSliderPosition(IntPtr j);
1540
1541 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1542 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1543
1544 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1545 public static extern JointType JointGetType(IntPtr j);
1546
1547 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1548 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1549
1550 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1551 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1552
1553 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1554 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1555
1556 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1557 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1558
1559 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1560 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1561
1562 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1563 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1564
1565 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1566 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1567
1568 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1569 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1570
1571 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1572 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1573
1574 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1575 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1576
1577 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1578 public static extern IntPtr JointGroupCreate(int max_size);
1579
1580 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1581 public static extern void JointGroupDestroy(IntPtr group);
1582
1583 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1584 public static extern void JointGroupEmpty(IntPtr group);
1585
1586 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1587 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1588
1589 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1590 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1591
1592 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1593 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1594
1595 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1596 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1597
1598 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1599 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1600
1601 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1602 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1603
1604 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1605 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1606
1607 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1608 public static extern void JointSetData(IntPtr j, IntPtr data);
1609
1610 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1611 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1612
1613 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1614 public static extern void JointSetFixed(IntPtr j);
1615
1616 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1617 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1618
1619 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1620 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1621
1622 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1623 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1624
1625 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1626 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1627
1628 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1629 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1630
1631 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1632 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1633
1634 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1635 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1636
1637 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1638 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1639
1640 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1641 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1642
1643 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1644 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1645
1646 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1647 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1648
1649 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1650 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1651
1652 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1653 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1654
1655 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1656 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1657
1658 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1659 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1660
1661 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1662 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1663
1664 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1665 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1666
1667 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1668 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1669
1670 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1671 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1672
1673 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1674 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1675
1676 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1677 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1678
1679 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1680 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1681
1682 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1683 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1684
1685 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1686 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1687
1688 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1689 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1690
1691 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1692 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1693
1694 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1695 public static extern void MassAdd(ref Mass a, ref Mass b);
1696
1697 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1698 public static extern void MassAdjust(ref Mass m, dReal newmass);
1699
1700 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1701 public static extern bool MassCheck(ref Mass m);
1702
1703 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1704 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1705
1706 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1707 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1708
1709 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1710 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1711
1712 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1713 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1714
1715 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1716 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1717
1718 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1719 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1720
1721 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1722 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1723
1724 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1725 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1726
1727 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1728 public static extern void MassSetParameters(out Mass mass, dReal themass,
1729 dReal cgx, dReal cgy, dReal cgz,
1730 dReal i11, dReal i22, dReal i33,
1731 dReal i12, dReal i13, dReal i23);
1732
1733 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1734 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1735
1736 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1737 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1738
1739 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1740 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1741
1742 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1743 public static extern void MassSetZero(out Mass mass);
1744
1745 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1746 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1747
1748 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1749 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1750
1751 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1752 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1753 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1754 {
1755 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1756 }
1757
1758 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1759 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1760
1761 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1762 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1763
1764 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1765 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1766
1767 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1768 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1769
1770 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1771 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1772
1773 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1774 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1775
1776 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1777 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1778
1779 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1780 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1781
1782 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1783 public static extern void QSetIdentity(out Quaternion q);
1784
1785 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1786 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1787
1788 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1789 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1790
1791 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1792 public static extern dReal RandReal();
1793
1794 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1795 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1796
1797 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1798 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1799
1800 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1801 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1802
1803 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1804 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1805
1806 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1807 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1808
1809 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1810 public static extern void RSetIdentity(out Matrix3 R);
1811
1812 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1813 public static extern void SetValue(out dReal a, int n);
1814
1815 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1816 public static extern void SetZero(out dReal a, int n);
1817
1818 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1819 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1820
1821 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1822 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1823
1824 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1825 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1826
1827 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1828 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1829
1830 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1831 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1832
1833 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1834 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1835
1836 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1837 public static extern bool SpaceLockQuery(IntPtr space);
1838
1839 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1840 public static extern void SpaceClean(IntPtr space);
1841
1842 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1843 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1844
1845 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1846 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1847
1848 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1849 public static extern void SpaceDestroy(IntPtr space);
1850
1851 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1852 public static extern bool SpaceGetCleanup(IntPtr space);
1853
1854 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1855 public static extern int SpaceGetNumGeoms(IntPtr space);
1856
1857 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1858 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1859
1860 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1861 public static extern int SpaceGetSublevel(IntPtr space);
1862
1863 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1864 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1865
1866 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1867 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1868
1869 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1870 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1871
1872 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1873 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1874
1875 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1876 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1877
1878 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1879 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1880
1881 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1882 public static extern IntPtr WorldCreate();
1883
1884 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1885 public static extern void WorldDestroy(IntPtr world);
1886
1887 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1888 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1889
1890 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1891 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1892
1893 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1894 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1895
1896 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1897 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1898
1899 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1900 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1901
1902 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1903 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1904
1905 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1906 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1907
1908 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1909 public static extern dReal WorldGetCFM(IntPtr world);
1910
1911 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1912 public static extern dReal WorldGetERP(IntPtr world);
1913
1914 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1915 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1916
1917 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1918 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1919
1920 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1921 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1922
1923 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1924 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1925
1926 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1927 public static extern dReal WorldGetAngularDamping(IntPtr world);
1928
1929 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1930 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1931
1932 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1933 public static extern dReal WorldGetLinearDamping(IntPtr world);
1934
1935 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1936 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1937
1938 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1939 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1940
1941 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1942 public static extern dReal WorldGetQuickStepW(IntPtr world);
1943
1944 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1945 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1946
1947 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1948 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1949
1950 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1951 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1952
1953 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1954 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1955
1956 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1957 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1958
1959 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1960 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1961
1962 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1963 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1964
1965 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1966 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1967
1968 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1969 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1970
1971 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1972 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1973
1974 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1975 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1976
1977 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1978 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1979
1980 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1981 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1982
1983 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1984 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1985
1986 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1987 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1988
1989 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1990 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1991
1992 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1993 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1994
1995 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1996 public static extern void WorldSetERP(IntPtr world, dReal erp);
1997
1998 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1999 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
2000
2001 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
2002 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
2003
2004 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
2005 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
2006
2007 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
2008 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
2009
2010 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
2011 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
2012
2013 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
2014 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
2015
2016 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
2017 public static extern void WorldStep(IntPtr world, dReal stepsize);
2018
2019 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
2020 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
2021
2022 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
2023 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
2024 }
2025}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..d32188e
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
@@ -0,0 +1,90 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Threading;
33using System.IO;
34using System.Diagnostics;
35using log4net;
36using Nini.Config;
37using OdeAPI;
38using OpenSim.Framework;
39using OpenSim.Region.Physics.Manager;
40using OpenMetaverse;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// ODE plugin
46 /// </summary>
47 public class OdePlugin : IPhysicsPlugin
48 {
49 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
50
51 private OdeScene m_scene;
52
53 public bool Init()
54 {
55 if (Util.IsWindows())
56 Util.LoadArchSpecificWindowsDll("ode.dll");
57
58 if (d.InitODE2(0) != 0)
59 {
60 if (d.AllocateODEDataForThread(~0U) == 0)
61 {
62 d.CloseODE();
63 return false;
64 }
65 return true;
66 }
67 return false;
68 }
69
70 public PhysicsScene GetScene(String sceneIdentifier)
71 {
72 if (m_scene == null)
73 {
74
75 m_scene = new OdeScene(sceneIdentifier);
76 }
77 return (m_scene);
78 }
79
80 public string GetName()
81 {
82 return ("UbitODE");
83 }
84
85 public void Dispose()
86 {
87 d.CloseODE();
88 }
89 }
90} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
new file mode 100644
index 0000000..0d18adb
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2855 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define SPAM
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using OdeAPI;
40using OpenSim.Framework;
41using OpenSim.Region.Physics.Manager;
42using OpenMetaverse;
43
44namespace OpenSim.Region.Physics.OdePlugin
45{
46 public enum StatusIndicators : int
47 {
48 Generic = 0,
49 Start = 1,
50 End = 2
51 }
52
53 public struct sCollisionData
54 {
55 public uint ColliderLocalId;
56 public uint CollidedWithLocalId;
57 public int NumberOfCollisions;
58 public int CollisionType;
59 public int StatusIndicator;
60 public int lastframe;
61 }
62
63
64 // colision flags of things others can colide with
65 // rays, sensors, probes removed since can't be colided with
66 // The top space where things are placed provided further selection
67 // ie physical are in active space nonphysical in static
68 // this should be exclusive as possible
69
70 [Flags]
71 public enum CollisionCategories : uint
72 {
73 Disabled = 0,
74 //by 'things' types
75 Space = 0x01,
76 Geom = 0x02, // aka prim/part
77 Character = 0x04,
78 Land = 0x08,
79 Water = 0x010,
80
81 // by state
82 Phantom = 0x01000,
83 VolumeDtc = 0x02000,
84 Selected = 0x04000,
85 NoShape = 0x08000,
86
87
88 All = 0xffffffff
89 }
90
91 /// <summary>
92 /// Material type for a primitive
93 /// </summary>
94 public enum Material : int
95 {
96 /// <summary></summary>
97 Stone = 0,
98 /// <summary></summary>
99 Metal = 1,
100 /// <summary></summary>
101 Glass = 2,
102 /// <summary></summary>
103 Wood = 3,
104 /// <summary></summary>
105 Flesh = 4,
106 /// <summary></summary>
107 Plastic = 5,
108 /// <summary></summary>
109 Rubber = 6,
110
111 light = 7 // compatibility with old viewers
112 }
113
114 public enum changes : int
115 {
116 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
117 Remove,
118 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
119 // or removes from a object if arg is null
120 DeLink,
121 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
122 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
123 PosOffset, // not in use
124 // arg Vector3 new position in local coords. Changes prim position in object
125 OriOffset, // not in use
126 // arg Vector3 new position in local coords. Changes prim position in object
127 Velocity,
128 AngVelocity,
129 Acceleration,
130 Force,
131 Torque,
132 Momentum,
133
134 AddForce,
135 AddAngForce,
136 AngLock,
137
138 Buoyancy,
139
140 PIDTarget,
141 PIDTau,
142 PIDActive,
143
144 PIDHoverHeight,
145 PIDHoverType,
146 PIDHoverTau,
147 PIDHoverActive,
148
149 Size,
150 AvatarSize,
151 Shape,
152 PhysRepData,
153 AddPhysRep,
154
155 CollidesWater,
156 VolumeDtc,
157
158 Physical,
159 Phantom,
160 Selected,
161 disabled,
162 building,
163
164 VehicleType,
165 VehicleFloatParam,
166 VehicleVectorParam,
167 VehicleRotationParam,
168 VehicleFlags,
169 SetVehicle,
170
171 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
172 }
173
174 public struct ODEchangeitem
175 {
176 public PhysicsActor actor;
177 public OdeCharacter character;
178 public changes what;
179 public Object arg;
180 }
181
182
183
184 public class OdeScene : PhysicsScene
185 {
186 private readonly ILog m_log;
187 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
188
189 public bool OdeUbitLib = false;
190// private int threadid = 0;
191 private Random fluidRandomizer = new Random(Environment.TickCount);
192
193 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
194 const float MaxERP = 0.8f;
195 const float minERP = 0.1f;
196 const float comumContactCFM = 0.0001f;
197
198 float frictionMovementMult = 0.8f;
199
200 float TerrainBounce = 0.1f;
201 float TerrainFriction = 0.3f;
202
203 public float AvatarFriction = 0;// 0.9f * 0.5f;
204
205 private const uint m_regionWidth = Constants.RegionSize;
206 private const uint m_regionHeight = Constants.RegionSize;
207
208 public float ODE_STEPSIZE = 0.020f;
209 public float HalfOdeStep = 0.01f;
210 public int odetimestepMS = 20; // rounded
211 private float metersInSpace = 25.6f;
212 private float m_timeDilation = 1.0f;
213
214 private DateTime m_lastframe;
215 private DateTime m_lastMeshExpire;
216
217 public float gravityx = 0f;
218 public float gravityy = 0f;
219 public float gravityz = -9.8f;
220
221 private float waterlevel = 0f;
222 private int framecount = 0;
223
224 private int m_meshExpireCntr;
225
226// private IntPtr WaterGeom = IntPtr.Zero;
227// private IntPtr WaterHeightmapData = IntPtr.Zero;
228// private GCHandle WaterMapHandler = new GCHandle();
229
230 private float avDensity = 3f;
231 private float avMovementDivisorWalk = 1.3f;
232 private float avMovementDivisorRun = 0.8f;
233 private float minimumGroundFlightOffset = 3f;
234 public float maximumMassObject = 10000.01f;
235
236
237 public float geomDefaultDensity = 10.000006836f;
238
239 public int geomContactPointsStartthrottle = 3;
240 public int geomUpdatesPerThrottledUpdate = 15;
241
242 public float bodyPIDD = 35f;
243 public float bodyPIDG = 25;
244
245// public int geomCrossingFailuresBeforeOutofbounds = 6;
246
247 public int bodyFramesAutoDisable = 5;
248
249
250 private d.NearCallback nearCallback;
251
252 private HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
253 private HashSet<OdePrim> _prims = new HashSet<OdePrim>();
254 private HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
255 private HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
256
257 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
258
259 /// <summary>
260 /// A list of actors that should receive collision events.
261 /// </summary>
262 private List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
263 private List<PhysicsActor> _collisionEventPrimRemove = new List<PhysicsActor>();
264
265 private HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
266// public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
267 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
268
269 private float contactsurfacelayer = 0.002f;
270
271 private int contactsPerCollision = 80;
272 internal IntPtr ContactgeomsArray = IntPtr.Zero;
273 private IntPtr GlobalContactsArray = IntPtr.Zero;
274
275 const int maxContactsbeforedeath = 4000;
276 private volatile int m_global_contactcount = 0;
277
278 private IntPtr contactgroup;
279
280 public ContactData[] m_materialContactsData = new ContactData[8];
281
282 private Dictionary<Vector3, IntPtr> RegionTerrain = new Dictionary<Vector3, IntPtr>();
283 private Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
284 private Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
285
286 private int m_physicsiterations = 10;
287 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
288// private PhysicsActor PANull = new NullPhysicsActor();
289 private float step_time = 0.0f;
290
291 public IntPtr world;
292
293
294 // split the spaces acording to contents type
295 // ActiveSpace contains characters and active prims
296 // StaticSpace contains land and other that is mostly static in enviroment
297 // this can contain subspaces, like the grid in staticspace
298 // as now space only contains this 2 top spaces
299
300 public IntPtr TopSpace; // the global space
301 public IntPtr ActiveSpace; // space for active prims
302 public IntPtr CharsSpace; // space for active prims
303 public IntPtr StaticSpace; // space for the static things around
304 public IntPtr GroundSpace; // space for ground
305
306 public IntPtr SharedRay;
307
308 // some speedup variables
309 private int spaceGridMaxX;
310 private int spaceGridMaxY;
311 private float spacesPerMeter;
312
313 // split static geometry collision into a grid as before
314 private IntPtr[,] staticPrimspace;
315 private IntPtr[] staticPrimspaceOffRegion;
316
317 public Object OdeLock;
318 public static Object SimulationLock;
319
320 public IMesher mesher;
321
322 private IConfigSource m_config;
323
324 public bool physics_logging = false;
325 public int physics_logging_interval = 0;
326 public bool physics_logging_append_existing_logfile = false;
327
328 private Vector3 m_worldOffset = Vector3.Zero;
329 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
330 private PhysicsScene m_parentScene = null;
331
332 private ODERayCastRequestManager m_rayCastManager;
333 public ODEMeshWorker m_meshWorker;
334
335/* maybe needed if ode uses tls
336 private void checkThread()
337 {
338
339 int th = Thread.CurrentThread.ManagedThreadId;
340 if(th != threadid)
341 {
342 threadid = th;
343 d.AllocateODEDataForThread(~0U);
344 }
345 }
346 */
347 /// <summary>
348 /// Initiailizes the scene
349 /// Sets many properties that ODE requires to be stable
350 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
351 /// </summary>
352 public OdeScene(string sceneIdentifier)
353 {
354 m_log
355 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
356
357// checkThread();
358 Name = sceneIdentifier;
359
360 OdeLock = new Object();
361 SimulationLock = new Object();
362
363 nearCallback = near;
364
365 m_rayCastManager = new ODERayCastRequestManager(this);
366
367 lock (OdeLock)
368 {
369 // Create the world and the first space
370 try
371 {
372 world = d.WorldCreate();
373 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
374
375 // now the major subspaces
376 ActiveSpace = d.HashSpaceCreate(TopSpace);
377 CharsSpace = d.HashSpaceCreate(TopSpace);
378 StaticSpace = d.HashSpaceCreate(TopSpace);
379 GroundSpace = d.HashSpaceCreate(TopSpace);
380 }
381 catch
382 {
383 // i must RtC#FM
384 // i did!
385 }
386
387 d.HashSpaceSetLevels(TopSpace, -2, 8);
388 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
389 d.HashSpaceSetLevels(CharsSpace, -4, 3);
390 d.HashSpaceSetLevels(StaticSpace, -2, 8);
391 d.HashSpaceSetLevels(GroundSpace, 0, 8);
392
393 // demote to second level
394 d.SpaceSetSublevel(ActiveSpace, 1);
395 d.SpaceSetSublevel(CharsSpace, 1);
396 d.SpaceSetSublevel(StaticSpace, 1);
397 d.SpaceSetSublevel(GroundSpace, 1);
398
399 d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
400 CollisionCategories.Geom |
401 CollisionCategories.Character |
402 CollisionCategories.Phantom |
403 CollisionCategories.VolumeDtc
404 ));
405 d.GeomSetCollideBits(ActiveSpace, (uint)(CollisionCategories.Space |
406 CollisionCategories.Geom |
407 CollisionCategories.Character |
408 CollisionCategories.Phantom |
409 CollisionCategories.VolumeDtc
410 ));
411 d.GeomSetCategoryBits(CharsSpace, (uint)(CollisionCategories.Space |
412 CollisionCategories.Geom |
413 CollisionCategories.Character |
414 CollisionCategories.Phantom |
415 CollisionCategories.VolumeDtc
416 ));
417 d.GeomSetCollideBits(CharsSpace, 0);
418
419 d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
420 CollisionCategories.Geom |
421// CollisionCategories.Land |
422// CollisionCategories.Water |
423 CollisionCategories.Phantom |
424 CollisionCategories.VolumeDtc
425 ));
426 d.GeomSetCollideBits(StaticSpace, 0);
427
428 d.GeomSetCategoryBits(GroundSpace, (uint)(CollisionCategories.Land));
429 d.GeomSetCollideBits(GroundSpace, 0);
430
431 contactgroup = d.JointGroupCreate(0);
432 //contactgroup
433
434 SharedRay = d.CreateRay(TopSpace, 1.0f);
435
436 d.WorldSetAutoDisableFlag(world, false);
437 }
438 }
439
440 // Initialize the mesh plugin
441// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
442 public override void Initialise(IMesher meshmerizer, IConfigSource config)
443 {
444// checkThread();
445 mesher = meshmerizer;
446 m_config = config;
447
448 string ode_config = d.GetConfiguration();
449 if (ode_config != null && ode_config != "")
450 {
451 m_log.WarnFormat("ODE configuration: {0}", ode_config);
452
453 if (ode_config.Contains("ODE_Ubit"))
454 {
455 OdeUbitLib = true;
456 }
457 }
458
459 /*
460 if (region != null)
461 {
462 WorldExtents.X = region.RegionSizeX;
463 WorldExtents.Y = region.RegionSizeY;
464 }
465 */
466
467 // Defaults
468
469 int contactsPerCollision = 80;
470
471 IConfig physicsconfig = null;
472
473 if (m_config != null)
474 {
475 physicsconfig = m_config.Configs["ODEPhysicsSettings"];
476 if (physicsconfig != null)
477 {
478 gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
479 gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
480 gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
481
482 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
483
484 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
485
486 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
487 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations);
488
489 avDensity = physicsconfig.GetFloat("av_density", avDensity);
490 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
491 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
492
493 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
494
495 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
496 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
497// geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
498
499 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
500 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
501
502 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
503 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
504 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
505
506 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
507 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
508 }
509 }
510
511 m_meshWorker = new ODEMeshWorker(this, m_log, meshmerizer, physicsconfig);
512
513 HalfOdeStep = ODE_STEPSIZE * 0.5f;
514 odetimestepMS = (int)(1000.0f * ODE_STEPSIZE +0.5f);
515
516 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
517 GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
518
519 m_materialContactsData[(int)Material.Stone].mu = 0.8f;
520 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
521
522 m_materialContactsData[(int)Material.Metal].mu = 0.3f;
523 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
524
525 m_materialContactsData[(int)Material.Glass].mu = 0.2f;
526 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
527
528 m_materialContactsData[(int)Material.Wood].mu = 0.6f;
529 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
530
531 m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
532 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
533
534 m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
535 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
536
537 m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
538 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
539
540 m_materialContactsData[(int)Material.light].mu = 0.0f;
541 m_materialContactsData[(int)Material.light].bounce = 0.0f;
542
543 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
544
545 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
546 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
547
548 d.WorldSetLinearDamping(world, 0.002f);
549 d.WorldSetAngularDamping(world, 0.002f);
550 d.WorldSetAngularDampingThreshold(world, 0f);
551 d.WorldSetLinearDampingThreshold(world, 0f);
552 d.WorldSetMaxAngularSpeed(world, 100f);
553
554 d.WorldSetCFM(world,1e-6f); // a bit harder than default
555 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
556 d.WorldSetERP(world, 0.6f); // higher than original
557
558 // Set how many steps we go without running collision testing
559 // This is in addition to the step size.
560 // Essentially Steps * m_physicsiterations
561 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
562
563 d.WorldSetContactMaxCorrectingVel(world, 60.0f);
564
565 spacesPerMeter = 1 / metersInSpace;
566 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
567 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
568
569 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
570
571 // create all spaces now
572 int i, j;
573 IntPtr newspace;
574
575 for (i = 0; i < spaceGridMaxX; i++)
576 for (j = 0; j < spaceGridMaxY; j++)
577 {
578 newspace = d.HashSpaceCreate(StaticSpace);
579 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
580 waitForSpaceUnlock(newspace);
581 d.SpaceSetSublevel(newspace, 2);
582 d.HashSpaceSetLevels(newspace, -2, 8);
583 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
584 CollisionCategories.Geom |
585 CollisionCategories.Land |
586 CollisionCategories.Water |
587 CollisionCategories.Phantom |
588 CollisionCategories.VolumeDtc
589 ));
590 d.GeomSetCollideBits(newspace, 0);
591
592 staticPrimspace[i, j] = newspace;
593 }
594 // let this now be real maximum values
595 spaceGridMaxX--;
596 spaceGridMaxY--;
597
598 // create 4 off world spaces (x<0,x>max,y<0,y>max)
599 staticPrimspaceOffRegion = new IntPtr[4];
600
601 for (i = 0; i < 4; i++)
602 {
603 newspace = d.HashSpaceCreate(StaticSpace);
604 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
605 waitForSpaceUnlock(newspace);
606 d.SpaceSetSublevel(newspace, 2);
607 d.HashSpaceSetLevels(newspace, -2, 8);
608 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
609 CollisionCategories.Geom |
610 CollisionCategories.Land |
611 CollisionCategories.Water |
612 CollisionCategories.Phantom |
613 CollisionCategories.VolumeDtc
614 ));
615 d.GeomSetCollideBits(newspace, 0);
616
617 staticPrimspaceOffRegion[i] = newspace;
618 }
619
620 m_lastframe = DateTime.UtcNow;
621 m_lastMeshExpire = m_lastframe;
622 }
623
624 internal void waitForSpaceUnlock(IntPtr space)
625 {
626 //if (space != IntPtr.Zero)
627 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
628 }
629
630 #region Collision Detection
631
632 // sets a global contact for a joint for contactgeom , and base contact description)
633
634 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale)
635 {
636 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
637 return IntPtr.Zero;
638
639 float erp = contactGeom.depth;
640 erp *= erpscale;
641 if (erp < minERP)
642 erp = minERP;
643 else if (erp > MaxERP)
644 erp = MaxERP;
645
646 float depth = contactGeom.depth * dscale;
647 if (depth > 0.5f)
648 depth = 0.5f;
649
650 d.Contact newcontact = new d.Contact();
651 newcontact.geom.depth = depth;
652 newcontact.geom.g1 = contactGeom.g1;
653 newcontact.geom.g2 = contactGeom.g2;
654 newcontact.geom.pos = contactGeom.pos;
655 newcontact.geom.normal = contactGeom.normal;
656 newcontact.geom.side1 = contactGeom.side1;
657 newcontact.geom.side2 = contactGeom.side2;
658
659 // this needs bounce also
660 newcontact.surface.mode = comumContactFlags;
661 newcontact.surface.mu = mu;
662 newcontact.surface.bounce = bounce;
663 newcontact.surface.soft_cfm = cfm;
664 newcontact.surface.soft_erp = erp;
665
666 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
667 Marshal.StructureToPtr(newcontact, contact, true);
668 return d.JointCreateContactPtr(world, contactgroup, contact);
669 }
670
671 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
672 {
673 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
674 return false;
675
676 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
677 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
678 return true;
679 }
680
681 /// <summary>
682 /// This is our near callback. A geometry is near a body
683 /// </summary>
684 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
685 /// <param name="g1">a geometry or space</param>
686 /// <param name="g2">another geometry or space</param>
687 ///
688
689 private void near(IntPtr space, IntPtr g1, IntPtr g2)
690 {
691 // no lock here! It's invoked from within Simulate(), which is thread-locked
692
693 if (m_global_contactcount >= maxContactsbeforedeath)
694 return;
695
696 // Test if we're colliding a geom with a space.
697 // If so we have to drill down into the space recursively
698
699 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
700 return;
701
702 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
703 {
704 // We'll be calling near recursivly if one
705 // of them is a space to find all of the
706 // contact points in the space
707 try
708 {
709 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
710 }
711 catch (AccessViolationException)
712 {
713 m_log.Warn("[PHYSICS]: Unable to collide test a space");
714 return;
715 }
716 //here one should check collisions of geoms inside a space
717 // but on each space we only should have geoms that not colide amoung each other
718 // so we don't dig inside spaces
719 return;
720 }
721
722 // get geom bodies to check if we already a joint contact
723 // guess this shouldn't happen now
724 IntPtr b1 = d.GeomGetBody(g1);
725 IntPtr b2 = d.GeomGetBody(g2);
726
727 // d.GeomClassID id = d.GeomGetClass(g1);
728
729 // Figure out how many contact points we have
730 int count = 0;
731 try
732 {
733 // Colliding Geom To Geom
734 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
735
736 if (g1 == g2)
737 return; // Can't collide with yourself
738
739 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
740 return;
741 /*
742 // debug
743 PhysicsActor dp2;
744 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
745 {
746 d.AABB aabb;
747 d.GeomGetAABB(g2, out aabb);
748 float x = aabb.MaxX - aabb.MinX;
749 float y = aabb.MaxY - aabb.MinY;
750 float z = aabb.MaxZ - aabb.MinZ;
751 if (x > 60.0f || y > 60.0f || z > 60.0f)
752 {
753 if (!actor_name_map.TryGetValue(g2, out dp2))
754 m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
755 else
756 m_log.WarnFormat("[PHYSICS]: land versus large prim geo {0},size {1}, AABBsize <{2},{3},{4}>, at {5} ori {6},({7})",
757 dp2.Name, dp2.Size, x, y, z,
758 dp2.Position.ToString(),
759 dp2.Orientation.ToString(),
760 dp2.Orientation.Length());
761 return;
762 }
763 }
764 //
765 */
766
767
768 if (d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc ||
769 d.GeomGetCategoryBits(g2) == (uint)CollisionCategories.VolumeDtc)
770 {
771 int cflags;
772 unchecked
773 {
774 cflags = (int)(1 | d.CONTACTS_UNIMPORTANT);
775 }
776 count = d.CollidePtr(g1, g2, cflags, ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
777 }
778 else
779 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
780 }
781 catch (SEHException)
782 {
783 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
784 // ode.drelease(world);
785 base.TriggerPhysicsBasedRestart();
786 }
787 catch (Exception e)
788 {
789 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
790 return;
791 }
792
793 // contacts done
794 if (count == 0)
795 return;
796
797 // try get physical actors
798 PhysicsActor p1;
799 PhysicsActor p2;
800
801 if (!actor_name_map.TryGetValue(g1, out p1))
802 {
803 m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 1");
804 return;
805 }
806
807 if (!actor_name_map.TryGetValue(g2, out p2))
808 {
809 m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
810 return;
811 }
812
813 // update actors collision score
814 if (p1.CollisionScore >= float.MaxValue - count)
815 p1.CollisionScore = 0;
816 p1.CollisionScore += count;
817
818 if (p2.CollisionScore >= float.MaxValue - count)
819 p2.CollisionScore = 0;
820 p2.CollisionScore += count;
821
822 // get first contact
823 d.ContactGeom curContact = new d.ContactGeom();
824
825 if (!GetCurContactGeom(0, ref curContact))
826 return;
827
828 // do volume detection case
829 if ((p1.IsVolumeDtc || p2.IsVolumeDtc))
830 {
831 ContactPoint maxDepthContact = new ContactPoint(
832 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
833 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
834 curContact.depth, false
835 );
836
837 collision_accounting_events(p1, p2, maxDepthContact);
838 return;
839 }
840
841 // big messy collision analises
842
843 float mu = 0;
844 float bounce = 0;
845 float cfm = 0.0001f;
846 float erpscale = 1.0f;
847 float dscale = 1.0f;
848 bool IgnoreNegSides = false;
849
850 ContactData contactdata1 = new ContactData(0, 0, false);
851 ContactData contactdata2 = new ContactData(0, 0, false);
852
853 bool dop1ava = false;
854 bool dop2ava = false;
855 bool ignore = false;
856
857 switch (p1.PhysicsActorType)
858 {
859 case (int)ActorTypes.Agent:
860 {
861 dop1ava = true;
862 switch (p2.PhysicsActorType)
863 {
864 case (int)ActorTypes.Agent:
865 p1.CollidingObj = true;
866 p2.CollidingObj = true;
867 break;
868
869 case (int)ActorTypes.Prim:
870 if (p2.Velocity.LengthSquared() > 0.0f)
871 p2.CollidingObj = true;
872 break;
873
874 default:
875 ignore = true; // avatar to terrain and water ignored
876 break;
877 }
878 break;
879 }
880
881 case (int)ActorTypes.Prim:
882 switch (p2.PhysicsActorType)
883 {
884 case (int)ActorTypes.Agent:
885
886 dop2ava = true;
887
888 if (p1.Velocity.LengthSquared() > 0.0f)
889 p1.CollidingObj = true;
890 break;
891
892 case (int)ActorTypes.Prim:
893 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
894 {
895 p1.CollidingObj = true;
896 p2.CollidingObj = true;
897 }
898 p1.getContactData(ref contactdata1);
899 p2.getContactData(ref contactdata2);
900 bounce = contactdata1.bounce * contactdata2.bounce;
901 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
902
903 cfm = p1.Mass;
904 if (cfm > p2.Mass)
905 cfm = p2.Mass;
906 dscale = 10 / cfm;
907 dscale = (float)Math.Sqrt(dscale);
908 if (dscale > 1.0f)
909 dscale = 1.0f;
910 erpscale = cfm * 0.01f;
911 cfm = 0.0001f / cfm;
912 if (cfm > 0.01f)
913 cfm = 0.01f;
914 else if (cfm < 0.00001f)
915 cfm = 0.00001f;
916
917 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
918 mu *= frictionMovementMult;
919
920 break;
921
922 case (int)ActorTypes.Ground:
923 p1.getContactData(ref contactdata1);
924 bounce = contactdata1.bounce * TerrainBounce;
925 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
926 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
927 mu *= frictionMovementMult;
928 p1.CollidingGround = true;
929
930 cfm = p1.Mass;
931 dscale = 10 / cfm;
932 dscale = (float)Math.Sqrt(dscale);
933 if (dscale > 1.0f)
934 dscale = 1.0f;
935 erpscale = cfm * 0.01f;
936 cfm = 0.0001f / cfm;
937 if (cfm > 0.01f)
938 cfm = 0.01f;
939 else if (cfm < 0.00001f)
940 cfm = 0.00001f;
941
942 if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
943 {
944 if (curContact.side1 > 0)
945 IgnoreNegSides = true;
946 }
947 break;
948
949 case (int)ActorTypes.Water:
950 default:
951 ignore = true;
952 break;
953 }
954 break;
955
956 case (int)ActorTypes.Ground:
957 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
958 {
959 p2.CollidingGround = true;
960 p2.getContactData(ref contactdata2);
961 bounce = contactdata2.bounce * TerrainBounce;
962 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
963
964 cfm = p2.Mass;
965 dscale = 10 / cfm;
966 dscale = (float)Math.Sqrt(dscale);
967
968 if (dscale > 1.0f)
969 dscale = 1.0f;
970
971 erpscale = cfm * 0.01f;
972 cfm = 0.0001f / cfm;
973 if (cfm > 0.01f)
974 cfm = 0.01f;
975 else if (cfm < 0.00001f)
976 cfm = 0.00001f;
977
978 if (curContact.side1 > 0) // should be 2 ?
979 IgnoreNegSides = true;
980
981 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
982 mu *= frictionMovementMult;
983 }
984 else
985 ignore = true;
986 break;
987
988 case (int)ActorTypes.Water:
989 default:
990 break;
991 }
992
993 if (ignore)
994 return;
995
996
997 d.ContactGeom maxContact = curContact;
998// if (IgnoreNegSides && curContact.side1 < 0)
999// maxContact.depth = float.MinValue;
1000
1001 d.ContactGeom minContact = curContact;
1002// if (IgnoreNegSides && curContact.side1 < 0)
1003// minContact.depth = float.MaxValue;
1004
1005 IntPtr Joint;
1006 bool FeetCollision = false;
1007 int ncontacts = 0;
1008
1009
1010 int i = 0;
1011
1012 while (true)
1013 {
1014 if (m_global_contactcount >= maxContactsbeforedeath)
1015 break;
1016
1017// if (!(IgnoreNegSides && curContact.side1 < 0))
1018 {
1019 bool noskip = true;
1020 if (dop1ava)
1021 {
1022 if (!(((OdeCharacter)p1).Collide(g1,false, ref curContact, ref FeetCollision)))
1023
1024 noskip = false;
1025 }
1026 else if (dop2ava)
1027 {
1028 if (!(((OdeCharacter)p2).Collide(g2,true, ref curContact, ref FeetCollision)))
1029 noskip = false;
1030 }
1031
1032 if (noskip)
1033 {
1034 m_global_contactcount++;
1035 ncontacts++;
1036
1037 Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale);
1038 d.JointAttach(Joint, b1, b2);
1039
1040 if (curContact.depth > maxContact.depth)
1041 maxContact = curContact;
1042
1043 if (curContact.depth < minContact.depth)
1044 minContact = curContact;
1045 }
1046 }
1047
1048 if (++i >= count)
1049 break;
1050
1051 if (!GetCurContactGeom(i, ref curContact))
1052 break;
1053 }
1054
1055 if (ncontacts > 0)
1056 {
1057 ContactPoint maxDepthContact = new ContactPoint(
1058 new Vector3(maxContact.pos.X, maxContact.pos.Y, maxContact.pos.Z),
1059 new Vector3(minContact.normal.X, minContact.normal.Y, minContact.normal.Z),
1060 maxContact.depth, FeetCollision
1061 );
1062 collision_accounting_events(p1, p2, maxDepthContact);
1063 }
1064 }
1065
1066 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1067 {
1068 uint obj2LocalID = 0;
1069
1070 bool p1events = p1.SubscribedEvents();
1071 bool p2events = p2.SubscribedEvents();
1072
1073 if (p1.IsVolumeDtc)
1074 p2events = false;
1075 if (p2.IsVolumeDtc)
1076 p1events = false;
1077
1078 if (!p2events && !p1events)
1079 return;
1080
1081 Vector3 vel = Vector3.Zero;
1082 if (p2 != null && p2.IsPhysical)
1083 vel = p2.Velocity;
1084
1085 if (p1 != null && p1.IsPhysical)
1086 vel -= p1.Velocity;
1087
1088 contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal);
1089
1090 switch ((ActorTypes)p1.PhysicsActorType)
1091 {
1092 case ActorTypes.Agent:
1093 case ActorTypes.Prim:
1094 {
1095 switch ((ActorTypes)p2.PhysicsActorType)
1096 {
1097 case ActorTypes.Agent:
1098 case ActorTypes.Prim:
1099 if (p2events)
1100 {
1101 AddCollisionEventReporting(p2);
1102 p2.AddCollisionEvent(p1.ParentActor.LocalID, contact);
1103 }
1104 obj2LocalID = p2.ParentActor.LocalID;
1105 break;
1106
1107 case ActorTypes.Ground:
1108 case ActorTypes.Unknown:
1109 default:
1110 obj2LocalID = 0;
1111 break;
1112 }
1113 if (p1events)
1114 {
1115 contact.SurfaceNormal = -contact.SurfaceNormal;
1116 AddCollisionEventReporting(p1);
1117 p1.AddCollisionEvent(obj2LocalID, contact);
1118 }
1119 break;
1120 }
1121 case ActorTypes.Ground:
1122 case ActorTypes.Unknown:
1123 default:
1124 {
1125 if (p2events && !p2.IsVolumeDtc)
1126 {
1127 AddCollisionEventReporting(p2);
1128 p2.AddCollisionEvent(0, contact);
1129 }
1130 break;
1131 }
1132 }
1133 }
1134
1135 /// <summary>
1136 /// This is our collision testing routine in ODE
1137 /// </summary>
1138 /// <param name="timeStep"></param>
1139 private void collision_optimized()
1140 {
1141 lock (_characters)
1142 {
1143 try
1144 {
1145 foreach (OdeCharacter chr in _characters)
1146 {
1147 if (chr == null || chr.Body == IntPtr.Zero)
1148 continue;
1149
1150 chr.IsColliding = false;
1151 // chr.CollidingGround = false; not done here
1152 chr.CollidingObj = false;
1153 // do colisions with static space
1154 d.SpaceCollide2(chr.collider, StaticSpace, IntPtr.Zero, nearCallback);
1155
1156 // chars with chars
1157 d.SpaceCollide(CharsSpace, IntPtr.Zero, nearCallback);
1158 // no coll with gnd
1159 }
1160 }
1161 catch (AccessViolationException)
1162 {
1163 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1164 }
1165
1166 }
1167
1168 lock (_activeprims)
1169 {
1170 foreach (OdePrim aprim in _activeprims)
1171 {
1172 aprim.CollisionScore = 0;
1173 aprim.IsColliding = false;
1174 }
1175 }
1176
1177 // collide active prims with static enviroment
1178 lock (_activegroups)
1179 {
1180 try
1181 {
1182 foreach (OdePrim prm in _activegroups)
1183 {
1184 if (!prm.m_outbounds)
1185 {
1186 if (d.BodyIsEnabled(prm.Body))
1187 {
1188 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1189 d.SpaceCollide2(GroundSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1190 }
1191 }
1192 }
1193 }
1194 catch (AccessViolationException)
1195 {
1196 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1197 }
1198 }
1199 // colide active amoung them
1200 try
1201 {
1202 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1203 }
1204 catch (AccessViolationException)
1205 {
1206 m_log.Warn("[PHYSICS]: Unable to collide Active with Characters space");
1207 }
1208 // and with chars
1209 try
1210 {
1211 d.SpaceCollide2(CharsSpace,ActiveSpace, IntPtr.Zero, nearCallback);
1212 }
1213 catch (AccessViolationException)
1214 {
1215 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1216 }
1217 // _perloopContact.Clear();
1218 }
1219
1220 #endregion
1221 /// <summary>
1222 /// Add actor to the list that should receive collision events in the simulate loop.
1223 /// </summary>
1224 /// <param name="obj"></param>
1225 public void AddCollisionEventReporting(PhysicsActor obj)
1226 {
1227 if (!_collisionEventPrim.Contains(obj))
1228 _collisionEventPrim.Add(obj);
1229 }
1230
1231 /// <summary>
1232 /// Remove actor from the list that should receive collision events in the simulate loop.
1233 /// </summary>
1234 /// <param name="obj"></param>
1235 public void RemoveCollisionEventReporting(PhysicsActor obj)
1236 {
1237 if (_collisionEventPrim.Contains(obj) && !_collisionEventPrimRemove.Contains(obj))
1238 _collisionEventPrimRemove.Add(obj);
1239 }
1240
1241 public override float TimeDilation
1242 {
1243 get { return m_timeDilation; }
1244 }
1245
1246 public override bool SupportsNINJAJoints
1247 {
1248 get { return false; }
1249 }
1250
1251 #region Add/Remove Entities
1252
1253 public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
1254 {
1255 Vector3 pos;
1256 pos.X = position.X;
1257 pos.Y = position.Y;
1258 pos.Z = position.Z;
1259 OdeCharacter newAv = new OdeCharacter(localID,avName, this, pos, size, feetOffset, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1260 newAv.Flying = isFlying;
1261 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1262
1263 return newAv;
1264 }
1265
1266 public void AddCharacter(OdeCharacter chr)
1267 {
1268 lock (_characters)
1269 {
1270 if (!_characters.Contains(chr))
1271 {
1272 _characters.Add(chr);
1273 if (chr.bad)
1274 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1275 }
1276 }
1277 }
1278
1279 public void RemoveCharacter(OdeCharacter chr)
1280 {
1281 lock (_characters)
1282 {
1283 if (_characters.Contains(chr))
1284 {
1285 _characters.Remove(chr);
1286 }
1287 }
1288 }
1289
1290 public void BadCharacter(OdeCharacter chr)
1291 {
1292 lock (_badCharacter)
1293 {
1294 if (!_badCharacter.Contains(chr))
1295 _badCharacter.Add(chr);
1296 }
1297 }
1298
1299 public override void RemoveAvatar(PhysicsActor actor)
1300 {
1301 //m_log.Debug("[PHYSICS]:ODELOCK");
1302 ((OdeCharacter) actor).Destroy();
1303 }
1304
1305
1306 public void addActivePrim(OdePrim activatePrim)
1307 {
1308 // adds active prim..
1309 lock (_activeprims)
1310 {
1311 if (!_activeprims.Contains(activatePrim))
1312 _activeprims.Add(activatePrim);
1313 }
1314 }
1315
1316 public void addActiveGroups(OdePrim activatePrim)
1317 {
1318 lock (_activegroups)
1319 {
1320 if (!_activegroups.Contains(activatePrim))
1321 _activegroups.Add(activatePrim);
1322 }
1323 }
1324
1325 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1326 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
1327 {
1328 OdePrim newPrim;
1329 lock (OdeLock)
1330 {
1331 newPrim = new OdePrim(name, this, position, size, rotation, pbs, isphysical, isPhantom, shapeType, localID);
1332 lock (_prims)
1333 _prims.Add(newPrim);
1334 }
1335 return newPrim;
1336 }
1337
1338 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1339 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1340 {
1341 return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, 0 , localid);
1342 }
1343
1344
1345 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1346 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1347 {
1348 return AddPrim(primName, position, size, rotation, pbs, isPhysical,false, 0, localid);
1349 }
1350
1351 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1352 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
1353 {
1354
1355 return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
1356 }
1357
1358 public void remActivePrim(OdePrim deactivatePrim)
1359 {
1360 lock (_activeprims)
1361 {
1362 _activeprims.Remove(deactivatePrim);
1363 }
1364 }
1365 public void remActiveGroup(OdePrim deactivatePrim)
1366 {
1367 lock (_activegroups)
1368 {
1369 _activegroups.Remove(deactivatePrim);
1370 }
1371 }
1372
1373 public override void RemovePrim(PhysicsActor prim)
1374 {
1375 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1376 // removed in the next physics simulate pass.
1377 if (prim is OdePrim)
1378 {
1379// lock (OdeLock)
1380 {
1381
1382 OdePrim p = (OdePrim)prim;
1383 p.setPrimForRemoval();
1384 }
1385 }
1386 }
1387 /// <summary>
1388 /// This is called from within simulate but outside the locked portion
1389 /// We need to do our own locking here
1390 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1391 /// Simulate() -- justincc).
1392 ///
1393 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1394 ///
1395 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1396 /// that the space was using.
1397 /// </summary>
1398 /// <param name="prim"></param>
1399 public void RemovePrimThreadLocked(OdePrim prim)
1400 {
1401 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1402 lock (prim)
1403 {
1404// RemoveCollisionEventReporting(prim);
1405 lock (_prims)
1406 _prims.Remove(prim);
1407 }
1408
1409 }
1410
1411 public bool havePrim(OdePrim prm)
1412 {
1413 lock (_prims)
1414 return _prims.Contains(prm);
1415 }
1416
1417 public bool haveActor(PhysicsActor actor)
1418 {
1419 if (actor is OdePrim)
1420 {
1421 lock (_prims)
1422 return _prims.Contains((OdePrim)actor);
1423 }
1424 else if (actor is OdeCharacter)
1425 {
1426 lock (_characters)
1427 return _characters.Contains((OdeCharacter)actor);
1428 }
1429 return false;
1430 }
1431
1432 #endregion
1433
1434 #region Space Separation Calculation
1435
1436 /// <summary>
1437 /// Called when a static prim moves or becomes static
1438 /// Places the prim in a space one the static sub-spaces grid
1439 /// </summary>
1440 /// <param name="geom">the pointer to the geom that moved</param>
1441 /// <param name="pos">the position that the geom moved to</param>
1442 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1443 /// <returns>a pointer to the new space it's in</returns>
1444 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1445 {
1446 // moves a prim into another static sub-space or from another space into a static sub-space
1447
1448 // Called ODEPrim so
1449 // it's already in locked space.
1450
1451 if (geom == IntPtr.Zero) // shouldn't happen
1452 return IntPtr.Zero;
1453
1454 // get the static sub-space for current position
1455 IntPtr newspace = calculateSpaceForGeom(pos);
1456
1457 if (newspace == currentspace) // if we are there all done
1458 return newspace;
1459
1460 // else remove it from its current space
1461 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1462 {
1463 if (d.GeomIsSpace(currentspace))
1464 {
1465 waitForSpaceUnlock(currentspace);
1466 d.SpaceRemove(currentspace, geom);
1467
1468 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1469 {
1470 d.SpaceDestroy(currentspace);
1471 }
1472 }
1473 else
1474 {
1475 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1476 " Geom:" + geom);
1477 }
1478 }
1479 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1480 {
1481 currentspace = d.GeomGetSpace(geom);
1482 if (currentspace != IntPtr.Zero)
1483 {
1484 if (d.GeomIsSpace(currentspace))
1485 {
1486 waitForSpaceUnlock(currentspace);
1487 d.SpaceRemove(currentspace, geom);
1488
1489 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1490 {
1491 d.SpaceDestroy(currentspace);
1492 }
1493
1494 }
1495 }
1496 }
1497
1498 // put the geom in the newspace
1499 waitForSpaceUnlock(newspace);
1500 d.SpaceAdd(newspace, geom);
1501
1502 // let caller know this newspace
1503 return newspace;
1504 }
1505
1506 /// <summary>
1507 /// Calculates the space the prim should be in by its position
1508 /// </summary>
1509 /// <param name="pos"></param>
1510 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1511 public IntPtr calculateSpaceForGeom(Vector3 pos)
1512 {
1513 int x, y;
1514
1515 if (pos.X < 0)
1516 return staticPrimspaceOffRegion[0];
1517
1518 if (pos.Y < 0)
1519 return staticPrimspaceOffRegion[2];
1520
1521 x = (int)(pos.X * spacesPerMeter);
1522 if (x > spaceGridMaxX)
1523 return staticPrimspaceOffRegion[1];
1524
1525 y = (int)(pos.Y * spacesPerMeter);
1526 if (y > spaceGridMaxY)
1527 return staticPrimspaceOffRegion[3];
1528
1529 return staticPrimspace[x, y];
1530 }
1531
1532 #endregion
1533
1534
1535 /// <summary>
1536 /// Called to queue a change to a actor
1537 /// to use in place of old taint mechanism so changes do have a time sequence
1538 /// </summary>
1539
1540 public void AddChange(PhysicsActor actor, changes what, Object arg)
1541 {
1542 ODEchangeitem item = new ODEchangeitem();
1543 item.actor = actor;
1544 item.what = what;
1545 item.arg = arg;
1546 ChangesQueue.Enqueue(item);
1547 }
1548
1549 /// <summary>
1550 /// Called after our prim properties are set Scale, position etc.
1551 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1552 /// This assures us that we have no race conditions
1553 /// </summary>
1554 /// <param name="prim"></param>
1555 public override void AddPhysicsActorTaint(PhysicsActor prim)
1556 {
1557 }
1558
1559 // does all pending changes generated during region load process
1560 public override void PrepareSimulation()
1561 {
1562 lock (OdeLock)
1563 {
1564 if (world == IntPtr.Zero)
1565 {
1566 ChangesQueue.Clear();
1567 return;
1568 }
1569
1570 ODEchangeitem item;
1571
1572 int donechanges = 0;
1573 if (ChangesQueue.Count > 0)
1574 {
1575 m_log.InfoFormat("[ODE] start processing pending actor operations");
1576 int tstart = Util.EnvironmentTickCount();
1577
1578 while (ChangesQueue.Dequeue(out item))
1579 {
1580 if (item.actor != null)
1581 {
1582 try
1583 {
1584 if (item.actor is OdeCharacter)
1585 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1586 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1587 RemovePrimThreadLocked((OdePrim)item.actor);
1588 }
1589 catch
1590 {
1591 m_log.WarnFormat("[PHYSICS]: Operation failed for a actor {0} {1}",
1592 item.actor.Name, item.what.ToString());
1593 }
1594 }
1595 donechanges++;
1596 }
1597 int time = Util.EnvironmentTickCountSubtract(tstart);
1598 m_log.InfoFormat("[ODE] finished {0} operations in {1}ms", donechanges, time);
1599 }
1600 }
1601 }
1602
1603 /// <summary>
1604 /// This is our main simulate loop
1605 /// It's thread locked by a Mutex in the scene.
1606 /// It holds Collisions, it instructs ODE to step through the physical reactions
1607 /// It moves the objects around in memory
1608 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1609 /// </summary>
1610 /// <param name="timeStep"></param>
1611 /// <returns></returns>
1612 public override float Simulate(float timeStep)
1613 {
1614 DateTime now = DateTime.UtcNow;
1615 TimeSpan timedif = now - m_lastframe;
1616 timeStep = (float)timedif.TotalSeconds;
1617 m_lastframe = now;
1618
1619 // acumulate time so we can reduce error
1620 step_time += timeStep;
1621
1622 if (step_time < HalfOdeStep)
1623 return 0;
1624
1625 if (framecount < 0)
1626 framecount = 0;
1627
1628
1629 framecount++;
1630
1631 int curphysiteractions;
1632
1633 // if in trouble reduce step resolution
1634 if (step_time >= m_SkipFramesAtms)
1635 curphysiteractions = m_physicsiterations / 2;
1636 else
1637 curphysiteractions = m_physicsiterations;
1638
1639// checkThread();
1640 int nodeframes = 0;
1641
1642 lock (SimulationLock)
1643 lock(OdeLock)
1644 {
1645 if (world == IntPtr.Zero)
1646 {
1647 ChangesQueue.Clear();
1648 return 0;
1649 }
1650
1651 ODEchangeitem item;
1652
1653
1654
1655 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1656
1657 int loopstartMS = Util.EnvironmentTickCount();
1658 int looptimeMS = 0;
1659
1660
1661 while (step_time > HalfOdeStep)
1662 {
1663 try
1664 {
1665 // clear pointer/counter to contacts to pass into joints
1666 m_global_contactcount = 0;
1667
1668 if (ChangesQueue.Count > 0)
1669 {
1670 int changestartMS = Util.EnvironmentTickCount();
1671 int ttmp;
1672 while (ChangesQueue.Dequeue(out item))
1673 {
1674 if (item.actor != null)
1675 {
1676 try
1677 {
1678 if (item.actor is OdeCharacter)
1679 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1680 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1681 RemovePrimThreadLocked((OdePrim)item.actor);
1682 }
1683 catch
1684 {
1685 m_log.WarnFormat("[PHYSICS]: doChange failed for a actor {0} {1}",
1686 item.actor.Name, item.what.ToString());
1687 }
1688 }
1689 ttmp = Util.EnvironmentTickCountSubtract(changestartMS);
1690 if (ttmp > 20)
1691 break;
1692 }
1693 }
1694
1695 // Move characters
1696 lock (_characters)
1697 {
1698 List<OdeCharacter> defects = new List<OdeCharacter>();
1699 foreach (OdeCharacter actor in _characters)
1700 {
1701 if (actor != null)
1702 actor.Move(defects);
1703 }
1704 if (defects.Count != 0)
1705 {
1706 foreach (OdeCharacter defect in defects)
1707 {
1708 RemoveCharacter(defect);
1709 }
1710 defects.Clear();
1711 }
1712 }
1713
1714 // Move other active objects
1715 lock (_activegroups)
1716 {
1717 foreach (OdePrim aprim in _activegroups)
1718 {
1719 aprim.Move();
1720 }
1721 }
1722
1723 //if ((framecount % m_randomizeWater) == 0)
1724 // randomizeWater(waterlevel);
1725
1726 m_rayCastManager.ProcessQueuedRequests();
1727
1728 collision_optimized();
1729
1730 foreach (PhysicsActor obj in _collisionEventPrim)
1731 {
1732 if (obj == null)
1733 continue;
1734
1735 switch ((ActorTypes)obj.PhysicsActorType)
1736 {
1737 case ActorTypes.Agent:
1738 OdeCharacter cobj = (OdeCharacter)obj;
1739 cobj.AddCollisionFrameTime((int)(odetimestepMS));
1740 cobj.SendCollisions();
1741 break;
1742
1743 case ActorTypes.Prim:
1744 OdePrim pobj = (OdePrim)obj;
1745 if (pobj.Body == IntPtr.Zero || (d.BodyIsEnabled(pobj.Body) && !pobj.m_outbounds))
1746 if (!pobj.m_outbounds)
1747 {
1748 pobj.AddCollisionFrameTime((int)(odetimestepMS));
1749 pobj.SendCollisions();
1750 }
1751 break;
1752 }
1753 }
1754
1755 foreach (PhysicsActor obj in _collisionEventPrimRemove)
1756 _collisionEventPrim.Remove(obj);
1757
1758 _collisionEventPrimRemove.Clear();
1759
1760 // do a ode simulation step
1761 d.WorldQuickStep(world, ODE_STEPSIZE);
1762 d.JointGroupEmpty(contactgroup);
1763
1764 // update managed ideia of physical data and do updates to core
1765 /*
1766 lock (_characters)
1767 {
1768 foreach (OdeCharacter actor in _characters)
1769 {
1770 if (actor != null)
1771 {
1772 if (actor.bad)
1773 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1774
1775 actor.UpdatePositionAndVelocity();
1776 }
1777 }
1778 }
1779 */
1780
1781 lock (_activegroups)
1782 {
1783 {
1784 foreach (OdePrim actor in _activegroups)
1785 {
1786 if (actor.IsPhysical)
1787 {
1788 actor.UpdatePositionAndVelocity();
1789 }
1790 }
1791 }
1792 }
1793 }
1794 catch (Exception e)
1795 {
1796 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1797// ode.dunlock(world);
1798 }
1799
1800 step_time -= ODE_STEPSIZE;
1801 nodeframes++;
1802
1803 looptimeMS = Util.EnvironmentTickCountSubtract(loopstartMS);
1804 if (looptimeMS > 100)
1805 break;
1806 }
1807
1808 lock (_badCharacter)
1809 {
1810 if (_badCharacter.Count > 0)
1811 {
1812 foreach (OdeCharacter chr in _badCharacter)
1813 {
1814 RemoveCharacter(chr);
1815 }
1816
1817 _badCharacter.Clear();
1818 }
1819 }
1820
1821 timedif = now - m_lastMeshExpire;
1822
1823 if (timedif.Seconds > 10)
1824 {
1825 mesher.ExpireReleaseMeshs();
1826 m_lastMeshExpire = now;
1827 }
1828
1829// information block running in debug only
1830/*
1831 int ntopactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1832 int ntopstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1833 int ngroundgeoms = d.SpaceGetNumGeoms(GroundSpace);
1834
1835 int nactivegeoms = 0;
1836 int nactivespaces = 0;
1837
1838 int nstaticgeoms = 0;
1839 int nstaticspaces = 0;
1840 IntPtr sp;
1841
1842 for (int i = 0; i < ntopactivegeoms; i++)
1843 {
1844 sp = d.SpaceGetGeom(ActiveSpace, i);
1845 if (d.GeomIsSpace(sp))
1846 {
1847 nactivespaces++;
1848 nactivegeoms += d.SpaceGetNumGeoms(sp);
1849 }
1850 else
1851 nactivegeoms++;
1852 }
1853
1854 for (int i = 0; i < ntopstaticgeoms; i++)
1855 {
1856 sp = d.SpaceGetGeom(StaticSpace, i);
1857 if (d.GeomIsSpace(sp))
1858 {
1859 nstaticspaces++;
1860 nstaticgeoms += d.SpaceGetNumGeoms(sp);
1861 }
1862 else
1863 nstaticgeoms++;
1864 }
1865
1866 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1867
1868 int totgeoms = nstaticgeoms + nactivegeoms + ngroundgeoms + 1; // one ray
1869 int nbodies = d.NTotalBodies;
1870 int ngeoms = d.NTotalGeoms;
1871*/
1872 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1873 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1874 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1875 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1876 {
1877 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1878 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
1879
1880 if (physics_logging_append_existing_logfile)
1881 {
1882 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
1883 TextWriter fwriter = File.AppendText(fname);
1884 fwriter.WriteLine(header);
1885 fwriter.Close();
1886 }
1887
1888 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1889 }
1890
1891 // think time dilation as to do with dinamic step size that we dont' have
1892 // even so tell something to world
1893 if (looptimeMS < 100) // we did the requested loops
1894 m_timeDilation = 1.0f;
1895 else if (step_time > 0)
1896 {
1897 m_timeDilation = timeStep / step_time;
1898 if (m_timeDilation > 1)
1899 m_timeDilation = 1;
1900 if (step_time > m_SkipFramesAtms)
1901 step_time = 0;
1902 m_lastframe = DateTime.UtcNow; // skip also the time lost
1903 }
1904 }
1905
1906// return nodeframes * ODE_STEPSIZE; // return real simulated time
1907 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
1908 }
1909
1910 /// <summary>
1911 public override void GetResults()
1912 {
1913 }
1914
1915 public override bool IsThreaded
1916 {
1917 // for now we won't be multithreaded
1918 get { return (false); }
1919 }
1920
1921 public float GetTerrainHeightAtXY(float x, float y)
1922 {
1923
1924
1925 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1926 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1927
1928
1929 IntPtr heightFieldGeom = IntPtr.Zero;
1930
1931 // get region map
1932 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
1933 return 0f;
1934
1935 if (heightFieldGeom == IntPtr.Zero)
1936 return 0f;
1937
1938 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1939 return 0f;
1940
1941 // TerrainHeightField for ODE as offset 1m
1942 x += 1f - offsetX;
1943 y += 1f - offsetY;
1944
1945 // make position fit into array
1946 if (x < 0)
1947 x = 0;
1948 if (y < 0)
1949 y = 0;
1950
1951 // integer indexs
1952 int ix;
1953 int iy;
1954 // interpolators offset
1955 float dx;
1956 float dy;
1957
1958 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
1959
1960 if (OdeUbitLib)
1961 {
1962 if (x < regsize - 1)
1963 {
1964 ix = (int)x;
1965 dx = x - (float)ix;
1966 }
1967 else // out world use external height
1968 {
1969 ix = regsize - 2;
1970 dx = 0;
1971 }
1972 if (y < regsize - 1)
1973 {
1974 iy = (int)y;
1975 dy = y - (float)iy;
1976 }
1977 else
1978 {
1979 iy = regsize - 2;
1980 dy = 0;
1981 }
1982 }
1983
1984 else
1985 {
1986 // we still have square fixed size regions
1987 // also flip x and y because of how map is done for ODE fliped axis
1988 // so ix,iy,dx and dy are inter exchanged
1989 if (x < regsize - 1)
1990 {
1991 iy = (int)x;
1992 dy = x - (float)iy;
1993 }
1994 else // out world use external height
1995 {
1996 iy = regsize - 2;
1997 dy = 0;
1998 }
1999 if (y < regsize - 1)
2000 {
2001 ix = (int)y;
2002 dx = y - (float)ix;
2003 }
2004 else
2005 {
2006 ix = regsize - 2;
2007 dx = 0;
2008 }
2009 }
2010
2011 float h0;
2012 float h1;
2013 float h2;
2014
2015 iy *= regsize;
2016 iy += ix; // all indexes have iy + ix
2017
2018 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
2019 /*
2020 if ((dx + dy) <= 1.0f)
2021 {
2022 h0 = ((float)heights[iy]); // 0,0 vertice
2023 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
2024 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
2025 }
2026 else
2027 {
2028 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
2029 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
2030 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
2031 }
2032 */
2033 h0 = ((float)heights[iy]); // 0,0 vertice
2034
2035 if ((dy > dx))
2036 {
2037 iy += regsize;
2038 h2 = (float)heights[iy]; // 0,1 vertice
2039 h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
2040 h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1
2041 }
2042 else
2043 {
2044 iy++;
2045 h2 = (float)heights[iy]; // vertice 1,0
2046 h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
2047 h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0
2048 }
2049
2050 return h0 + h1 + h2;
2051 }
2052
2053
2054 public override void SetTerrain(float[] heightMap)
2055 {
2056 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
2057 {
2058 if (m_parentScene is OdeScene)
2059 {
2060 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
2061 }
2062 }
2063 else
2064 {
2065 SetTerrain(heightMap, m_worldOffset);
2066 }
2067 }
2068
2069 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
2070 {
2071 SetTerrain(heightMap, pOffset);
2072 }
2073
2074 public void SetTerrain(float[] heightMap, Vector3 pOffset)
2075 {
2076 if (OdeUbitLib)
2077 UbitSetTerrain(heightMap, pOffset);
2078 else
2079 OriSetTerrain(heightMap, pOffset);
2080 }
2081
2082 public void OriSetTerrain(float[] heightMap, Vector3 pOffset)
2083 {
2084 // assumes 1m size grid and constante size square regions
2085 // needs to know about sims around in future
2086
2087 float[] _heightmap;
2088
2089 uint heightmapWidth = Constants.RegionSize + 2;
2090 uint heightmapHeight = Constants.RegionSize + 2;
2091
2092 uint heightmapWidthSamples = heightmapWidth + 1;
2093 uint heightmapHeightSamples = heightmapHeight + 1;
2094
2095 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2096
2097 const float scale = 1.0f;
2098 const float offset = 0.0f;
2099 const float thickness = 10f;
2100 const int wrap = 0;
2101
2102 uint regionsize = Constants.RegionSize;
2103
2104 float hfmin = float.MaxValue;
2105 float hfmax = float.MinValue;
2106 float val;
2107 uint xx;
2108 uint yy;
2109
2110 uint maxXXYY = regionsize - 1;
2111 // flipping map adding one margin all around so things don't fall in edges
2112
2113 uint xt = 0;
2114 xx = 0;
2115
2116 for (uint x = 0; x < heightmapWidthSamples; x++)
2117 {
2118 if (x > 1 && xx < maxXXYY)
2119 xx++;
2120 yy = 0;
2121 for (uint y = 0; y < heightmapHeightSamples; y++)
2122 {
2123 if (y > 1 && y < maxXXYY)
2124 yy += regionsize;
2125
2126 val = heightMap[yy + xx];
2127 if (val < 0.0f)
2128 val = 0.0f; // no neg terrain as in chode
2129 _heightmap[xt + y] = val;
2130
2131 if (hfmin > val)
2132 hfmin = val;
2133 if (hfmax < val)
2134 hfmax = val;
2135 }
2136 xt += heightmapHeightSamples;
2137 }
2138 lock (OdeLock)
2139 {
2140 IntPtr GroundGeom = IntPtr.Zero;
2141 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2142 {
2143 RegionTerrain.Remove(pOffset);
2144 if (GroundGeom != IntPtr.Zero)
2145 {
2146 actor_name_map.Remove(GroundGeom);
2147 d.GeomDestroy(GroundGeom);
2148
2149 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2150 {
2151 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2152 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2153 TerrainHeightFieldHeights.Remove(GroundGeom);
2154 }
2155 }
2156 }
2157 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2158
2159 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2160
2161 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
2162 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2163 offset, thickness, wrap);
2164
2165 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2166
2167 GroundGeom = d.CreateHeightfield(GroundSpace, HeightmapData, 1);
2168
2169 if (GroundGeom != IntPtr.Zero)
2170 {
2171 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2172 d.GeomSetCollideBits(GroundGeom, 0);
2173
2174 PhysicsActor pa = new NullPhysicsActor();
2175 pa.Name = "Terrain";
2176 pa.PhysicsActorType = (int)ActorTypes.Ground;
2177 actor_name_map[GroundGeom] = pa;
2178
2179// geom_name_map[GroundGeom] = "Terrain";
2180
2181 d.Matrix3 R = new d.Matrix3();
2182
2183 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2184 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2185
2186
2187 q1 = q1 * q2;
2188
2189 Vector3 v3;
2190 float angle;
2191 q1.GetAxisAngle(out v3, out angle);
2192
2193 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2194 d.GeomSetRotation(GroundGeom, ref R);
2195 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2196 RegionTerrain.Add(pOffset, GroundGeom);
2197 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2198 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2199 }
2200 }
2201 }
2202
2203 public void UbitSetTerrain(float[] heightMap, Vector3 pOffset)
2204 {
2205 // assumes 1m size grid and constante size square regions
2206 // needs to know about sims around in future
2207
2208 float[] _heightmap;
2209
2210 uint heightmapWidth = Constants.RegionSize + 2;
2211 uint heightmapHeight = Constants.RegionSize + 2;
2212
2213 uint heightmapWidthSamples = heightmapWidth + 1;
2214 uint heightmapHeightSamples = heightmapHeight + 1;
2215
2216 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2217
2218
2219 uint regionsize = Constants.RegionSize;
2220
2221 float hfmin = float.MaxValue;
2222// float hfmax = float.MinValue;
2223 float val;
2224
2225
2226 uint maxXXYY = regionsize - 1;
2227 // adding one margin all around so things don't fall in edges
2228
2229 uint xx;
2230 uint yy = 0;
2231 uint yt = 0;
2232
2233 for (uint y = 0; y < heightmapHeightSamples; y++)
2234 {
2235 if (y > 1 && y < maxXXYY)
2236 yy += regionsize;
2237 xx = 0;
2238 for (uint x = 0; x < heightmapWidthSamples; x++)
2239 {
2240 if (x > 1 && x < maxXXYY)
2241 xx++;
2242
2243 val = heightMap[yy + xx];
2244 if (val < 0.0f)
2245 val = 0.0f; // no neg terrain as in chode
2246 _heightmap[yt + x] = val;
2247
2248 if (hfmin > val)
2249 hfmin = val;
2250// if (hfmax < val)
2251// hfmax = val;
2252 }
2253 yt += heightmapWidthSamples;
2254 }
2255 lock (OdeLock)
2256 {
2257 IntPtr GroundGeom = IntPtr.Zero;
2258 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2259 {
2260 RegionTerrain.Remove(pOffset);
2261 if (GroundGeom != IntPtr.Zero)
2262 {
2263 actor_name_map.Remove(GroundGeom);
2264 d.GeomDestroy(GroundGeom);
2265
2266 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2267 {
2268 if (TerrainHeightFieldHeightsHandlers[GroundGeom].IsAllocated)
2269 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2270 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2271 TerrainHeightFieldHeights.Remove(GroundGeom);
2272 }
2273 }
2274 }
2275 IntPtr HeightmapData = d.GeomUbitTerrainDataCreate();
2276
2277 const int wrap = 0;
2278 float thickness = hfmin;
2279 if (thickness < 0)
2280 thickness = 1;
2281
2282 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2283
2284 d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f,
2285 (int)heightmapWidthSamples, (int)heightmapHeightSamples,
2286 thickness, wrap);
2287
2288// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2289 GroundGeom = d.CreateUbitTerrain(GroundSpace, HeightmapData, 1);
2290 if (GroundGeom != IntPtr.Zero)
2291 {
2292 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2293 d.GeomSetCollideBits(GroundGeom, 0);
2294
2295
2296 PhysicsActor pa = new NullPhysicsActor();
2297 pa.Name = "Terrain";
2298 pa.PhysicsActorType = (int)ActorTypes.Ground;
2299 actor_name_map[GroundGeom] = pa;
2300
2301// geom_name_map[GroundGeom] = "Terrain";
2302
2303 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2304 RegionTerrain.Add(pOffset, GroundGeom);
2305 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2306 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2307 }
2308 }
2309 }
2310
2311
2312 public override void DeleteTerrain()
2313 {
2314 }
2315
2316 public float GetWaterLevel()
2317 {
2318 return waterlevel;
2319 }
2320
2321 public override bool SupportsCombining()
2322 {
2323 return true;
2324 }
2325/*
2326 public override void UnCombine(PhysicsScene pScene)
2327 {
2328 IntPtr localGround = IntPtr.Zero;
2329// float[] localHeightfield;
2330 bool proceed = false;
2331 List<IntPtr> geomDestroyList = new List<IntPtr>();
2332
2333 lock (OdeLock)
2334 {
2335 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2336 {
2337 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2338 {
2339 if (geom == localGround)
2340 {
2341// localHeightfield = TerrainHeightFieldHeights[geom];
2342 proceed = true;
2343 }
2344 else
2345 {
2346 geomDestroyList.Add(geom);
2347 }
2348 }
2349
2350 if (proceed)
2351 {
2352 m_worldOffset = Vector3.Zero;
2353 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2354 m_parentScene = null;
2355
2356 foreach (IntPtr g in geomDestroyList)
2357 {
2358 // removingHeightField needs to be done or the garbage collector will
2359 // collect the terrain data before we tell ODE to destroy it causing
2360 // memory corruption
2361 if (TerrainHeightFieldHeights.ContainsKey(g))
2362 {
2363// float[] removingHeightField = TerrainHeightFieldHeights[g];
2364 TerrainHeightFieldHeights.Remove(g);
2365
2366 if (RegionTerrain.ContainsKey(g))
2367 {
2368 RegionTerrain.Remove(g);
2369 }
2370
2371 d.GeomDestroy(g);
2372 //removingHeightField = new float[0];
2373 }
2374 }
2375
2376 }
2377 else
2378 {
2379 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2380 }
2381 }
2382 }
2383 }
2384*/
2385 public override void SetWaterLevel(float baseheight)
2386 {
2387 waterlevel = baseheight;
2388// randomizeWater(waterlevel);
2389 }
2390/*
2391 public void randomizeWater(float baseheight)
2392 {
2393 const uint heightmapWidth = Constants.RegionSize + 2;
2394 const uint heightmapHeight = Constants.RegionSize + 2;
2395 const uint heightmapWidthSamples = heightmapWidth + 1;
2396 const uint heightmapHeightSamples = heightmapHeight + 1;
2397
2398 const float scale = 1.0f;
2399 const float offset = 0.0f;
2400 const int wrap = 0;
2401
2402 float[] _watermap = new float[heightmapWidthSamples * heightmapWidthSamples];
2403
2404 float maxheigh = float.MinValue;
2405 float minheigh = float.MaxValue;
2406 float val;
2407 for (int i = 0; i < (heightmapWidthSamples * heightmapHeightSamples); i++)
2408 {
2409
2410 val = (baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f);
2411 _watermap[i] = val;
2412 if (maxheigh < val)
2413 maxheigh = val;
2414 if (minheigh > val)
2415 minheigh = val;
2416 }
2417
2418 float thickness = minheigh;
2419
2420 lock (OdeLock)
2421 {
2422 if (WaterGeom != IntPtr.Zero)
2423 {
2424 actor_name_map.Remove(WaterGeom);
2425 d.GeomDestroy(WaterGeom);
2426 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2427 WaterGeom = IntPtr.Zero;
2428 WaterHeightmapData = IntPtr.Zero;
2429 if(WaterMapHandler.IsAllocated)
2430 WaterMapHandler.Free();
2431 }
2432
2433 WaterHeightmapData = d.GeomHeightfieldDataCreate();
2434
2435 WaterMapHandler = GCHandle.Alloc(_watermap, GCHandleType.Pinned);
2436
2437 d.GeomHeightfieldDataBuildSingle(WaterHeightmapData, WaterMapHandler.AddrOfPinnedObject(), 0, heightmapWidth, heightmapHeight,
2438 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2439 offset, thickness, wrap);
2440 d.GeomHeightfieldDataSetBounds(WaterHeightmapData, minheigh, maxheigh);
2441 WaterGeom = d.CreateHeightfield(StaticSpace, WaterHeightmapData, 1);
2442 if (WaterGeom != IntPtr.Zero)
2443 {
2444 d.GeomSetCategoryBits(WaterGeom, (uint)(CollisionCategories.Water));
2445 d.GeomSetCollideBits(WaterGeom, 0);
2446
2447
2448 PhysicsActor pa = new NullPhysicsActor();
2449 pa.Name = "Water";
2450 pa.PhysicsActorType = (int)ActorTypes.Water;
2451
2452 actor_name_map[WaterGeom] = pa;
2453// geom_name_map[WaterGeom] = "Water";
2454
2455 d.Matrix3 R = new d.Matrix3();
2456
2457 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2458 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2459
2460 q1 = q1 * q2;
2461 Vector3 v3;
2462 float angle;
2463 q1.GetAxisAngle(out v3, out angle);
2464
2465 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2466 d.GeomSetRotation(WaterGeom, ref R);
2467 d.GeomSetPosition(WaterGeom, (float)Constants.RegionSize * 0.5f, (float)Constants.RegionSize * 0.5f, 0);
2468 }
2469 }
2470 }
2471*/
2472 public override void Dispose()
2473 {
2474 if (m_meshWorker != null)
2475 m_meshWorker.Stop();
2476
2477 lock (OdeLock)
2478 {
2479 m_rayCastManager.Dispose();
2480 m_rayCastManager = null;
2481
2482 lock (_prims)
2483 {
2484 ChangesQueue.Clear();
2485 foreach (OdePrim prm in _prims)
2486 {
2487 prm.DoAChange(changes.Remove, null);
2488 _collisionEventPrim.Remove(prm);
2489 }
2490 _prims.Clear();
2491 }
2492
2493 OdeCharacter[] chtorem;
2494 lock (_characters)
2495 {
2496 chtorem = new OdeCharacter[_characters.Count];
2497 _characters.CopyTo(chtorem);
2498 }
2499
2500 ChangesQueue.Clear();
2501 foreach (OdeCharacter ch in chtorem)
2502 ch.DoAChange(changes.Remove, null);
2503
2504
2505 foreach (IntPtr GroundGeom in RegionTerrain.Values)
2506 {
2507 if (GroundGeom != IntPtr.Zero)
2508 d.GeomDestroy(GroundGeom);
2509 }
2510
2511
2512 RegionTerrain.Clear();
2513
2514 if (TerrainHeightFieldHeightsHandlers.Count > 0)
2515 {
2516 foreach (GCHandle gch in TerrainHeightFieldHeightsHandlers.Values)
2517 {
2518 if (gch.IsAllocated)
2519 gch.Free();
2520 }
2521 }
2522
2523 TerrainHeightFieldHeightsHandlers.Clear();
2524 TerrainHeightFieldHeights.Clear();
2525/*
2526 if (WaterGeom != IntPtr.Zero)
2527 {
2528 d.GeomDestroy(WaterGeom);
2529 WaterGeom = IntPtr.Zero;
2530 if (WaterHeightmapData != IntPtr.Zero)
2531 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2532 WaterHeightmapData = IntPtr.Zero;
2533
2534 if (WaterMapHandler.IsAllocated)
2535 WaterMapHandler.Free();
2536 }
2537*/
2538 if (ContactgeomsArray != IntPtr.Zero)
2539 Marshal.FreeHGlobal(ContactgeomsArray);
2540 if (GlobalContactsArray != IntPtr.Zero)
2541 Marshal.FreeHGlobal(GlobalContactsArray);
2542
2543
2544 d.WorldDestroy(world);
2545 world = IntPtr.Zero;
2546 //d.CloseODE();
2547 }
2548 }
2549
2550 public override Dictionary<uint, float> GetTopColliders()
2551 {
2552 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2553 int cnt = 0;
2554 lock (_prims)
2555 {
2556 foreach (OdePrim prm in _prims)
2557 {
2558 if (prm.CollisionScore > 0)
2559 {
2560 returncolliders.Add(prm.LocalID, prm.CollisionScore);
2561 cnt++;
2562 prm.CollisionScore = 0f;
2563 if (cnt > 25)
2564 {
2565 break;
2566 }
2567 }
2568 }
2569 }
2570 return returncolliders;
2571 }
2572
2573 public override bool SupportsRayCast()
2574 {
2575 return true;
2576 }
2577
2578 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2579 {
2580 if (retMethod != null)
2581 {
2582 ODERayRequest req = new ODERayRequest();
2583 req.geom = IntPtr.Zero;
2584 req.callbackMethod = retMethod;
2585 req.length = length;
2586 req.Normal = direction;
2587 req.Origin = position;
2588 req.Count = 0;
2589 req.filter = RayFilterFlags.AllPrims;
2590
2591 m_rayCastManager.QueueRequest(req);
2592 }
2593 }
2594
2595 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2596 {
2597 if (retMethod != null)
2598 {
2599 ODERayRequest req = new ODERayRequest();
2600 req.geom = IntPtr.Zero;
2601 req.callbackMethod = retMethod;
2602 req.length = length;
2603 req.Normal = direction;
2604 req.Origin = position;
2605 req.Count = Count;
2606 req.filter = RayFilterFlags.AllPrims;
2607
2608 m_rayCastManager.QueueRequest(req);
2609 }
2610 }
2611
2612
2613 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2614 {
2615 List<ContactResult> ourresults = new List<ContactResult>();
2616 object SyncObject = new object();
2617
2618 RayCallback retMethod = delegate(List<ContactResult> results)
2619 {
2620 lock (SyncObject)
2621 {
2622 ourresults = results;
2623 Monitor.PulseAll(SyncObject);
2624 }
2625 };
2626
2627 ODERayRequest req = new ODERayRequest();
2628 req.geom = IntPtr.Zero;
2629 req.callbackMethod = retMethod;
2630 req.length = length;
2631 req.Normal = direction;
2632 req.Origin = position;
2633 req.Count = Count;
2634 req.filter = RayFilterFlags.AllPrims;
2635
2636 lock (SyncObject)
2637 {
2638 m_rayCastManager.QueueRequest(req);
2639 if (!Monitor.Wait(SyncObject, 500))
2640 return null;
2641 else
2642 return ourresults;
2643 }
2644 }
2645
2646 public override bool SuportsRaycastWorldFiltered()
2647 {
2648 return true;
2649 }
2650
2651 public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2652 {
2653 object SyncObject = new object();
2654 List<ContactResult> ourresults = new List<ContactResult>();
2655
2656 RayCallback retMethod = delegate(List<ContactResult> results)
2657 {
2658 lock (SyncObject)
2659 {
2660 ourresults = results;
2661 Monitor.PulseAll(SyncObject);
2662 }
2663 };
2664
2665 ODERayRequest req = new ODERayRequest();
2666 req.geom = IntPtr.Zero;
2667 req.callbackMethod = retMethod;
2668 req.length = length;
2669 req.Normal = direction;
2670 req.Origin = position;
2671 req.Count = Count;
2672 req.filter = filter;
2673
2674 lock (SyncObject)
2675 {
2676 m_rayCastManager.QueueRequest(req);
2677 if (!Monitor.Wait(SyncObject, 500))
2678 return null;
2679 else
2680 return ourresults;
2681 }
2682 }
2683
2684 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags flags)
2685 {
2686 if (actor == null)
2687 return new List<ContactResult>();
2688
2689 IntPtr geom;
2690 if (actor is OdePrim)
2691 geom = ((OdePrim)actor).prim_geom;
2692 else if (actor is OdeCharacter)
2693 geom = ((OdePrim)actor).prim_geom;
2694 else
2695 return new List<ContactResult>();
2696
2697 if (geom == IntPtr.Zero)
2698 return new List<ContactResult>();
2699
2700 List<ContactResult> ourResults = null;
2701 object SyncObject = new object();
2702
2703 RayCallback retMethod = delegate(List<ContactResult> results)
2704 {
2705 lock (SyncObject)
2706 {
2707 ourResults = results;
2708 Monitor.PulseAll(SyncObject);
2709 }
2710 };
2711
2712 ODERayRequest req = new ODERayRequest();
2713 req.geom = geom;
2714 req.callbackMethod = retMethod;
2715 req.length = length;
2716 req.Normal = direction;
2717 req.Origin = position;
2718 req.Count = Count;
2719 req.filter = flags;
2720
2721 lock (SyncObject)
2722 {
2723 m_rayCastManager.QueueRequest(req);
2724 if (!Monitor.Wait(SyncObject, 500))
2725 return new List<ContactResult>();
2726 }
2727
2728 if (ourResults == null)
2729 return new List<ContactResult>();
2730 return ourResults;
2731 }
2732
2733 public override List<ContactResult> BoxProbe(Vector3 position, Vector3 size, Quaternion orientation, int Count, RayFilterFlags flags)
2734 {
2735 List<ContactResult> ourResults = null;
2736 object SyncObject = new object();
2737
2738 ProbeBoxCallback retMethod = delegate(List<ContactResult> results)
2739 {
2740 lock (SyncObject)
2741 {
2742 ourResults = results;
2743 Monitor.PulseAll(SyncObject);
2744 }
2745 };
2746
2747 ODERayRequest req = new ODERayRequest();
2748 req.geom = IntPtr.Zero;
2749 req.callbackMethod = retMethod;
2750 req.Normal = size;
2751 req.Origin = position;
2752 req.orientation = orientation;
2753 req.Count = Count;
2754 req.filter = flags;
2755
2756 lock (SyncObject)
2757 {
2758 m_rayCastManager.QueueRequest(req);
2759 if (!Monitor.Wait(SyncObject, 500))
2760 return new List<ContactResult>();
2761 }
2762
2763 if (ourResults == null)
2764 return new List<ContactResult>();
2765 return ourResults;
2766 }
2767
2768 public override List<ContactResult> SphereProbe(Vector3 position, float radius, int Count, RayFilterFlags flags)
2769 {
2770 List<ContactResult> ourResults = null;
2771 object SyncObject = new object();
2772
2773 ProbeSphereCallback retMethod = delegate(List<ContactResult> results)
2774 {
2775 ourResults = results;
2776 Monitor.PulseAll(SyncObject);
2777 };
2778
2779 ODERayRequest req = new ODERayRequest();
2780 req.geom = IntPtr.Zero;
2781 req.callbackMethod = retMethod;
2782 req.length = radius;
2783 req.Origin = position;
2784 req.Count = Count;
2785 req.filter = flags;
2786
2787
2788 lock (SyncObject)
2789 {
2790 m_rayCastManager.QueueRequest(req);
2791 if (!Monitor.Wait(SyncObject, 500))
2792 return new List<ContactResult>();
2793 }
2794
2795 if (ourResults == null)
2796 return new List<ContactResult>();
2797 return ourResults;
2798 }
2799
2800 public override List<ContactResult> PlaneProbe(PhysicsActor actor, Vector4 plane, int Count, RayFilterFlags flags)
2801 {
2802 IntPtr geom = IntPtr.Zero;;
2803
2804 if (actor != null)
2805 {
2806 if (actor is OdePrim)
2807 geom = ((OdePrim)actor).prim_geom;
2808 else if (actor is OdeCharacter)
2809 geom = ((OdePrim)actor).prim_geom;
2810 }
2811
2812 List<ContactResult> ourResults = null;
2813 object SyncObject = new object();
2814
2815 ProbePlaneCallback retMethod = delegate(List<ContactResult> results)
2816 {
2817 ourResults = results;
2818 Monitor.PulseAll(SyncObject);
2819 };
2820
2821 ODERayRequest req = new ODERayRequest();
2822 req.geom = geom;
2823 req.callbackMethod = retMethod;
2824 req.length = plane.W;
2825 req.Normal.X = plane.X;
2826 req.Normal.Y = plane.Y;
2827 req.Normal.Z = plane.Z;
2828 req.Count = Count;
2829 req.filter = flags;
2830
2831 lock (SyncObject)
2832 {
2833 m_rayCastManager.QueueRequest(req);
2834 if (!Monitor.Wait(SyncObject, 500))
2835 return new List<ContactResult>();
2836 }
2837
2838 if (ourResults == null)
2839 return new List<ContactResult>();
2840 return ourResults;
2841 }
2842
2843 public override int SitAvatar(PhysicsActor actor, Vector3 AbsolutePosition, Vector3 CameraPosition, Vector3 offset, Vector3 AvatarSize, SitAvatarCallback PhysicsSitResponse)
2844 {
2845 Util.FireAndForget( delegate
2846 {
2847 ODESitAvatar sitAvatar = new ODESitAvatar(this, m_rayCastManager);
2848 if(sitAvatar != null)
2849 sitAvatar.Sit(actor, AbsolutePosition, CameraPosition, offset, AvatarSize, PhysicsSitResponse);
2850 });
2851 return 1;
2852 }
2853
2854 }
2855}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index 47a9cdc..6879ebb 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -305,6 +305,29 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
305 return null; 305 return null;
306 } 306 }
307 307
308 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
309 {
310 // Remove a specific script
311
312 // Remove dataserver events
313 m_Dataserver[engine].RemoveEvents(localID, itemID);
314
315 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
316 if (comms != null)
317 comms.DeleteListener(itemID);
318
319 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
320 if (xmlrpc != null)
321 {
322 xmlrpc.DeleteChannels(itemID);
323 xmlrpc.CancelSRDRequests(itemID);
324 }
325
326 // Remove Sensors
327 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
328
329 }
330
308 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 331 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
309 { 332 {
310 List<Object> data = new List<Object>(); 333 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
new file mode 100644
index 0000000..b5fa6de
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,116 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using System.Collections;
31using System.Collections.Generic;
32using System.Runtime.Remoting.Lifetime;
33using OpenMetaverse;
34using Nini.Config;
35using OpenSim;
36using OpenSim.Framework;
37using OpenSim.Region.CoreModules.World.LightShare;
38using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.ScriptEngine.Shared;
41using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
42using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
43using OpenSim.Region.ScriptEngine.Interfaces;
44using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
45using OpenSim.Services.Interfaces;
46
47using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
48using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
49using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
50using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
51using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
52using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
53using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
54
55namespace OpenSim.Region.ScriptEngine.Shared.Api
56{
57 [Serializable]
58 public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
59 {
60 internal IScriptEngine m_ScriptEngine;
61 internal SceneObjectPart m_host;
62 internal TaskInventoryItem m_item;
63 internal bool m_CMFunctionsEnabled = false;
64
65 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
66 {
67 m_ScriptEngine = ScriptEngine;
68 m_host = host;
69 m_item = item;
70
71 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
72 m_CMFunctionsEnabled = true;
73 }
74
75 public override Object InitializeLifetimeService()
76 {
77 ILease lease = (ILease)base.InitializeLifetimeService();
78
79 if (lease.CurrentState == LeaseState.Initial)
80 {
81 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
82 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
83 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
84 }
85 return lease;
86 }
87
88 public Scene World
89 {
90 get { return m_ScriptEngine.World; }
91 }
92
93 public string cmDetectedCountry(int number)
94 {
95 m_host.AddScriptLPS(1);
96 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, number);
97 if (detectedParams == null)
98 return String.Empty;
99 return detectedParams.Country;
100 }
101
102 public string cmGetAgentCountry(LSL_Key key)
103 {
104 if (!World.Permissions.IsGod(m_host.OwnerID))
105 return String.Empty;
106
107 UUID uuid;
108
109 if (!UUID.TryParse(key, out uuid))
110 return String.Empty;
111
112 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
113 return account.UserCountry;
114 }
115 }
116}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index ea4e609..4ce2afd 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -24,14 +24,16 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
34using System.Text.RegularExpressions; 35using System.Text.RegularExpressions;
36using System.Timers;
35using Nini.Config; 37using Nini.Config;
36using log4net; 38using log4net;
37using OpenMetaverse; 39using OpenMetaverse;
@@ -44,6 +46,7 @@ using OpenSim.Region.CoreModules.World.Land;
44using OpenSim.Region.CoreModules.World.Terrain; 46using OpenSim.Region.CoreModules.World.Terrain;
45using OpenSim.Region.Framework.Interfaces; 47using OpenSim.Region.Framework.Interfaces;
46using OpenSim.Region.Framework.Scenes; 48using OpenSim.Region.Framework.Scenes;
49using OpenSim.Region.Framework.Scenes.Serialization;
47using OpenSim.Region.Framework.Scenes.Animation; 50using OpenSim.Region.Framework.Scenes.Animation;
48using OpenSim.Region.Physics.Manager; 51using OpenSim.Region.Physics.Manager;
49using OpenSim.Region.ScriptEngine.Shared; 52using OpenSim.Region.ScriptEngine.Shared;
@@ -66,6 +69,7 @@ using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
66using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; 69using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
67using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3; 70using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
68using System.Reflection; 71using System.Reflection;
72using Timer = System.Timers.Timer;
69 73
70namespace OpenSim.Region.ScriptEngine.Shared.Api 74namespace OpenSim.Region.ScriptEngine.Shared.Api
71{ 75{
@@ -105,16 +109,53 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
105 protected int m_notecardLineReadCharsMax = 255; 109 protected int m_notecardLineReadCharsMax = 255;
106 protected int m_scriptConsoleChannel = 0; 110 protected int m_scriptConsoleChannel = 0;
107 protected bool m_scriptConsoleChannelEnabled = false; 111 protected bool m_scriptConsoleChannelEnabled = false;
112 protected bool m_debuggerSafe = false;
108 protected IUrlModule m_UrlModule = null; 113 protected IUrlModule m_UrlModule = null;
109 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = new Dictionary<UUID, UserInfoCacheEntry>(); 114 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
110 protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp. 115 new Dictionary<UUID, UserInfoCacheEntry>();
116 protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp.
111 protected ISoundModule m_SoundModule = null; 117 protected ISoundModule m_SoundModule = null;
112 118
119// protected Timer m_ShoutSayTimer;
120 protected int m_SayShoutCount = 0;
121 DateTime m_lastSayShoutCheck;
122
123 private Dictionary<string, string> MovementAnimationsForLSL =
124 new Dictionary<string, string> {
125 {"FLY", "Flying"},
126 {"FLYSLOW", "FlyingSlow"},
127 {"HOVER_UP", "Hovering Up"},
128 {"HOVER_DOWN", "Hovering Down"},
129 {"HOVER", "Hovering"},
130 {"LAND", "Landing"},
131 {"FALLDOWN", "Falling Down"},
132 {"PREJUMP", "PreJumping"},
133 {"JUMP", "Jumping"},
134 {"STANDUP", "Standing Up"},
135 {"SOFT_LAND", "Soft Landing"},
136 {"STAND", "Standing"},
137 {"CROUCHWALK", "CrouchWalking"},
138 {"RUN", "Running"},
139 {"WALK", "Walking"},
140 {"CROUCH", "Crouching"},
141 {"TURNLEFT", "Turning Left"},
142 {"TURNRIGHT", "Turning Right"}
143 };
144
113 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 145 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
114 { 146 {
147/*
148 m_ShoutSayTimer = new Timer(1000);
149 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
150 m_ShoutSayTimer.AutoReset = true;
151 m_ShoutSayTimer.Start();
152*/
153 m_lastSayShoutCheck = DateTime.UtcNow;
154
115 m_ScriptEngine = ScriptEngine; 155 m_ScriptEngine = ScriptEngine;
116 m_host = host; 156 m_host = host;
117 m_item = item; 157 m_item = item;
158 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
118 159
119 LoadLimits(); // read script limits from config. 160 LoadLimits(); // read script limits from config.
120 161
@@ -179,6 +220,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
179 get { return m_ScriptEngine.World; } 220 get { return m_ScriptEngine.World; }
180 } 221 }
181 222
223 [DebuggerNonUserCode]
182 public void state(string newState) 224 public void state(string newState)
183 { 225 {
184 m_ScriptEngine.SetState(m_item.ItemID, newState); 226 m_ScriptEngine.SetState(m_item.ItemID, newState);
@@ -188,6 +230,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
188 /// Reset the named script. The script must be present 230 /// Reset the named script. The script must be present
189 /// in the same prim. 231 /// in the same prim.
190 /// </summary> 232 /// </summary>
233 [DebuggerNonUserCode]
191 public void llResetScript() 234 public void llResetScript()
192 { 235 {
193 m_host.AddScriptLPS(1); 236 m_host.AddScriptLPS(1);
@@ -250,6 +293,57 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
250 } 293 }
251 } 294 }
252 295
296 public List<ScenePresence> GetLinkAvatars(int linkType)
297 {
298 List<ScenePresence> ret = new List<ScenePresence>();
299 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
300 return ret;
301
302 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
303
304 switch (linkType)
305 {
306 case ScriptBaseClass.LINK_SET:
307 return avs;
308
309 case ScriptBaseClass.LINK_ROOT:
310 return ret;
311
312 case ScriptBaseClass.LINK_ALL_OTHERS:
313 return avs;
314
315 case ScriptBaseClass.LINK_ALL_CHILDREN:
316 return avs;
317
318 case ScriptBaseClass.LINK_THIS:
319 return ret;
320
321 default:
322 if (linkType < 0)
323 return ret;
324
325 int partCount = m_host.ParentGroup.GetPartCount();
326
327 if (linkType <= partCount)
328 {
329 return ret;
330 }
331 else
332 {
333 linkType = linkType - partCount;
334 if (linkType > avs.Count)
335 {
336 return ret;
337 }
338 else
339 {
340 ret.Add(avs[linkType-1]);
341 return ret;
342 }
343 }
344 }
345 }
346
253 public List<SceneObjectPart> GetLinkParts(int linkType) 347 public List<SceneObjectPart> GetLinkParts(int linkType)
254 { 348 {
255 return GetLinkParts(m_host, linkType); 349 return GetLinkParts(m_host, linkType);
@@ -258,6 +352,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
258 public static List<SceneObjectPart> GetLinkParts(SceneObjectPart part, int linkType) 352 public static List<SceneObjectPart> GetLinkParts(SceneObjectPart part, int linkType)
259 { 353 {
260 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 354 List<SceneObjectPart> ret = new List<SceneObjectPart>();
355 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
356 return ret;
261 ret.Add(part); 357 ret.Add(part);
262 358
263 switch (linkType) 359 switch (linkType)
@@ -484,31 +580,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
484 580
485 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 581 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
486 582
487 /// <summary> 583 // Utility function for llRot2Euler
488 /// Convert an LSL rotation to a Euler vector. 584
489 /// </summary> 585 // normalize an angle between -PI and PI (-180 to +180 degrees)
490 /// <remarks> 586 protected double NormalizeAngle(double angle)
491 /// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
492 /// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
493 /// </remarks>
494 /// <param name="r"></param>
495 /// <returns></returns>
496 public LSL_Vector llRot2Euler(LSL_Rotation r)
497 { 587 {
498 m_host.AddScriptLPS(1); 588 if (angle > -Math.PI && angle < Math.PI)
589 return angle;
499 590
500 LSL_Vector v = new LSL_Vector(0.0, 0.0, 1.0) * r; // Z axis unit vector unaffected by Z rotation component of r. 591 int numPis = (int)(Math.PI / angle);
501 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 592 double remainder = angle - Math.PI * numPis;
502 if (m == 0.0) return new LSL_Vector(); 593 if (numPis % 2 == 1)
503 double x = Math.Atan2(-v.y, v.z); 594 return Math.PI - angle;
504 double sin = v.x / m; 595 return remainder;
505 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities. 596 }
506 double y = Math.Asin(sin);
507 // Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation
508 v = new LSL_Vector(1.0, 0.0, 0.0) * ((r * new LSL_Rotation(Math.Sin(-x / 2.0), 0.0, 0.0, Math.Cos(-x / 2.0))) * new LSL_Rotation(0.0, Math.Sin(-y / 2.0), 0.0, Math.Cos(-y / 2.0)));
509 double z = Math.Atan2(v.y, v.x);
510 597
511 return new LSL_Vector(x, y, z); 598 public LSL_Vector llRot2Euler(LSL_Rotation q1)
599 {
600 m_host.AddScriptLPS(1);
601 LSL_Vector eul = new LSL_Vector();
602
603 double sqw = q1.s*q1.s;
604 double sqx = q1.x*q1.x;
605 double sqy = q1.z*q1.z;
606 double sqz = q1.y*q1.y;
607 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
608 double test = q1.x*q1.z + q1.y*q1.s;
609 if (test > 0.4999*unit) { // singularity at north pole
610 eul.z = 2 * Math.Atan2(q1.x,q1.s);
611 eul.y = Math.PI/2;
612 eul.x = 0;
613 return eul;
614 }
615 if (test < -0.4999*unit) { // singularity at south pole
616 eul.z = -2 * Math.Atan2(q1.x,q1.s);
617 eul.y = -Math.PI/2;
618 eul.x = 0;
619 return eul;
620 }
621 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
622 eul.y = Math.Asin(2*test/unit);
623 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
624 return eul;
512 } 625 }
513 626
514 /* From wiki: 627 /* From wiki:
@@ -561,18 +674,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
561 m_host.AddScriptLPS(1); 674 m_host.AddScriptLPS(1);
562 675
563 double x,y,z,s; 676 double x,y,z,s;
564 677 v.x *= 0.5;
565 double c1 = Math.Cos(v.x * 0.5); 678 v.y *= 0.5;
566 double c2 = Math.Cos(v.y * 0.5); 679 v.z *= 0.5;
567 double c3 = Math.Cos(v.z * 0.5); 680 double c1 = Math.Cos(v.x);
568 double s1 = Math.Sin(v.x * 0.5); 681 double c2 = Math.Cos(v.y);
569 double s2 = Math.Sin(v.y * 0.5); 682 double c1c2 = c1 * c2;
570 double s3 = Math.Sin(v.z * 0.5); 683 double s1 = Math.Sin(v.x);
571 684 double s2 = Math.Sin(v.y);
572 x = s1 * c2 * c3 + c1 * s2 * s3; 685 double s1s2 = s1 * s2;
573 y = c1 * s2 * c3 - s1 * c2 * s3; 686 double c1s2 = c1 * s2;
574 z = s1 * s2 * c3 + c1 * c2 * s3; 687 double s1c2 = s1 * c2;
575 s = c1 * c2 * c3 - s1 * s2 * s3; 688 double c3 = Math.Cos(v.z);
689 double s3 = Math.Sin(v.z);
690
691 x = s1c2 * c3 + c1s2 * s3;
692 y = c1s2 * c3 - s1c2 * s3;
693 z = s1s2 * c3 + c1c2 * s3;
694 s = c1c2 * c3 - s1s2 * s3;
576 695
577 return new LSL_Rotation(x, y, z, s); 696 return new LSL_Rotation(x, y, z, s);
578 } 697 }
@@ -710,77 +829,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
710 { 829 {
711 //A and B should both be normalized 830 //A and B should both be normalized
712 m_host.AddScriptLPS(1); 831 m_host.AddScriptLPS(1);
713 LSL_Rotation rotBetween; 832 /* This method is more accurate than the SL one, and thus causes problems
714 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 833 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
715 // continue calculation. 834
716 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 835 double dotProduct = LSL_Vector.Dot(a, b);
836 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
837 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
838 double angle = Math.Acos(dotProduct / magProduct);
839 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
840 double s = Math.Sin(angle / 2);
841
842 double x = axis.x * s;
843 double y = axis.y * s;
844 double z = axis.z * s;
845 double w = Math.Cos(angle / 2);
846
847 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
848 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
849
850 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
851 */
852
853 // This method mimics the 180 errors found in SL
854 // See www.euclideanspace.com... angleBetween
855 LSL_Vector vec_a = a;
856 LSL_Vector vec_b = b;
857
858 // Eliminate zero length
859 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
860 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
861 if (vec_a_mag < 0.00001 ||
862 vec_b_mag < 0.00001)
717 { 863 {
718 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 864 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
719 } 865 }
720 else 866
867 // Normalize
868 vec_a = llVecNorm(vec_a);
869 vec_b = llVecNorm(vec_b);
870
871 // Calculate axis and rotation angle
872 LSL_Vector axis = vec_a % vec_b;
873 LSL_Float cos_theta = vec_a * vec_b;
874
875 // Check if parallel
876 if (cos_theta > 0.99999)
721 { 877 {
722 a = LSL_Vector.Norm(a); 878 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
723 b = LSL_Vector.Norm(b); 879 }
724 double dotProduct = LSL_Vector.Dot(a, b); 880
725 // There are two degenerate cases possible. These are for vectors 180 or 881 // Check if anti-parallel
726 // 0 degrees apart. These have to be detected and handled individually. 882 else if (cos_theta < -0.99999)
727 // 883 {
728 // Check for vectors 180 degrees apart. 884 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
729 // A dot product of -1 would mean the angle between vectors is 180 degrees. 885 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
730 if (dotProduct < -0.9999999f) 886 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
731 { 887 }
732 // First assume X axis is orthogonal to the vectors. 888 else // other rotation
733 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 889 {
734 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 890 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
735 // Check for near zero vector. A very small non-zero number here will create 891 axis = llVecNorm(axis);
736 // a rotation in an undesired direction. 892 double x, y, z, s, t;
737 if (LSL_Vector.Mag(orthoVector) > 0.0001) 893 s = Math.Cos(theta);
738 { 894 t = Math.Sin(theta);
739 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 895 x = axis.x * t;
740 } 896 y = axis.y * t;
741 // If the magnitude of the vector was near zero, then assume the X axis is not 897 z = axis.z * t;
742 // orthogonal and use the Z axis instead. 898 return new LSL_Rotation(x,y,z,s);
743 else
744 {
745 // Set 180 z rotation.
746 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
747 }
748 }
749 // Check for parallel vectors.
750 // A dot product of 1 would mean the angle between vectors is 0 degrees.
751 else if (dotProduct > 0.9999999f)
752 {
753 // Set zero rotation.
754 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
755 }
756 else
757 {
758 // All special checks have been performed so get the axis of rotation.
759 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
760 // Quarternion s value is the length of the unit vector + dot product.
761 double qs = 1.0 + dotProduct;
762 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
763 // Normalize the rotation.
764 double mag = LSL_Rotation.Mag(rotBetween);
765 // We shouldn't have to worry about a divide by zero here. The qs value will be
766 // non-zero because we already know if we're here, then the dotProduct is not -1 so
767 // qs will not be zero. Also, we've already handled the input vectors being zero so the
768 // crossProduct vector should also not be zero.
769 rotBetween.x = rotBetween.x / mag;
770 rotBetween.y = rotBetween.y / mag;
771 rotBetween.z = rotBetween.z / mag;
772 rotBetween.s = rotBetween.s / mag;
773 // Check for undefined values and set zero rotation if any found. This code might not actually be required
774 // any longer since zero vectors are checked for at the top.
775 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
776 {
777 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
778 }
779 }
780 } 899 }
781 return rotBetween;
782 } 900 }
783 901
784 public void llWhisper(int channelID, string text) 902 public void llWhisper(int channelID, string text)
785 { 903 {
786 m_host.AddScriptLPS(1); 904 m_host.AddScriptLPS(1);
@@ -796,10 +914,29 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
796 wComm.DeliverMessage(ChatTypeEnum.Whisper, channelID, m_host.Name, m_host.UUID, text); 914 wComm.DeliverMessage(ChatTypeEnum.Whisper, channelID, m_host.Name, m_host.UUID, text);
797 } 915 }
798 916
917 private void CheckSayShoutTime()
918 {
919 DateTime now = DateTime.UtcNow;
920 if ((now - m_lastSayShoutCheck).Ticks > 10000000) // 1sec
921 {
922 m_lastSayShoutCheck = now;
923 m_SayShoutCount = 0;
924 }
925 else
926 m_SayShoutCount++;
927 }
928
799 public void llSay(int channelID, string text) 929 public void llSay(int channelID, string text)
800 { 930 {
801 m_host.AddScriptLPS(1); 931 m_host.AddScriptLPS(1);
802 932
933 if (channelID == 0)
934// m_SayShoutCount++;
935 CheckSayShoutTime();
936
937 if (m_SayShoutCount >= 11)
938 ScriptSleep(2000);
939
803 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 940 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
804 { 941 {
805 Console.WriteLine(text); 942 Console.WriteLine(text);
@@ -822,6 +959,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
822 { 959 {
823 m_host.AddScriptLPS(1); 960 m_host.AddScriptLPS(1);
824 961
962 if (channelID == 0)
963// m_SayShoutCount++;
964 CheckSayShoutTime();
965
966 if (m_SayShoutCount >= 11)
967 ScriptSleep(2000);
968
825 if (text.Length > 1023) 969 if (text.Length > 1023)
826 text = text.Substring(0, 1023); 970 text = text.Substring(0, 1023);
827 971
@@ -853,22 +997,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
853 997
854 public void llRegionSayTo(string target, int channel, string msg) 998 public void llRegionSayTo(string target, int channel, string msg)
855 { 999 {
1000 string error = String.Empty;
1001
856 if (msg.Length > 1023) 1002 if (msg.Length > 1023)
857 msg = msg.Substring(0, 1023); 1003 msg = msg.Substring(0, 1023);
858 1004
859 m_host.AddScriptLPS(1); 1005 m_host.AddScriptLPS(1);
860 1006
861 if (channel == ScriptBaseClass.DEBUG_CHANNEL)
862 {
863 return;
864 }
865
866 UUID TargetID; 1007 UUID TargetID;
867 UUID.TryParse(target, out TargetID); 1008 UUID.TryParse(target, out TargetID);
868 1009
869 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>(); 1010 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
870 if (wComm != null) 1011 if (wComm != null)
871 wComm.DeliverMessageTo(TargetID, channel, m_host.AbsolutePosition, m_host.Name, m_host.UUID, msg); 1012 if (!wComm.DeliverMessageTo(TargetID, channel, m_host.AbsolutePosition, m_host.Name, m_host.UUID, msg, out error))
1013 LSLError(error);
872 } 1014 }
873 1015
874 public LSL_Integer llListen(int channelID, string name, string ID, string msg) 1016 public LSL_Integer llListen(int channelID, string name, string ID, string msg)
@@ -1124,10 +1266,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1124 return detectedParams.TouchUV; 1266 return detectedParams.TouchUV;
1125 } 1267 }
1126 1268
1269 [DebuggerNonUserCode]
1127 public virtual void llDie() 1270 public virtual void llDie()
1128 { 1271 {
1129 m_host.AddScriptLPS(1); 1272 m_host.AddScriptLPS(1);
1130 throw new SelfDeleteException(); 1273 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1131 } 1274 }
1132 1275
1133 public LSL_Float llGround(LSL_Vector offset) 1276 public LSL_Float llGround(LSL_Vector offset)
@@ -1198,6 +1341,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1198 1341
1199 public void llSetStatus(int status, int value) 1342 public void llSetStatus(int status, int value)
1200 { 1343 {
1344 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1345 return;
1201 m_host.AddScriptLPS(1); 1346 m_host.AddScriptLPS(1);
1202 1347
1203 int statusrotationaxis = 0; 1348 int statusrotationaxis = 0;
@@ -1221,6 +1366,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1221 if (!allow) 1366 if (!allow)
1222 return; 1367 return;
1223 1368
1369 if (m_host.ParentGroup.RootPart.PhysActor != null &&
1370 m_host.ParentGroup.RootPart.PhysActor.IsPhysical)
1371 return;
1372
1224 m_host.ScriptSetPhysicsStatus(true); 1373 m_host.ScriptSetPhysicsStatus(true);
1225 } 1374 }
1226 else 1375 else
@@ -1421,6 +1570,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1421 { 1570 {
1422 m_host.AddScriptLPS(1); 1571 m_host.AddScriptLPS(1);
1423 1572
1573 SetColor(m_host, color, face);
1574 }
1575
1576 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1577 {
1578 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1579 return;
1580
1581 Primitive.TextureEntry tex = part.Shape.Textures;
1582 Color4 texcolor;
1583 if (face >= 0 && face < GetNumberOfSides(part))
1584 {
1585 texcolor = tex.CreateFace((uint)face).RGBA;
1586 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1587 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1588 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1589 tex.FaceTextures[face].RGBA = texcolor;
1590 part.UpdateTextureEntry(tex.GetBytes());
1591 return;
1592 }
1593 else if (face == ScriptBaseClass.ALL_SIDES)
1594 {
1595 for (uint i = 0; i < GetNumberOfSides(part); i++)
1596 {
1597 if (tex.FaceTextures[i] != null)
1598 {
1599 texcolor = tex.FaceTextures[i].RGBA;
1600 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1601 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1602 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1603 tex.FaceTextures[i].RGBA = texcolor;
1604 }
1605 texcolor = tex.DefaultTexture.RGBA;
1606 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1607 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1608 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1609 tex.DefaultTexture.RGBA = texcolor;
1610 }
1611 part.UpdateTextureEntry(tex.GetBytes());
1612 return;
1613 }
1614
1424 if (face == ScriptBaseClass.ALL_SIDES) 1615 if (face == ScriptBaseClass.ALL_SIDES)
1425 face = SceneObjectPart.ALL_SIDES; 1616 face = SceneObjectPart.ALL_SIDES;
1426 1617
@@ -1429,6 +1620,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1429 1620
1430 public void SetTexGen(SceneObjectPart part, int face,int style) 1621 public void SetTexGen(SceneObjectPart part, int face,int style)
1431 { 1622 {
1623 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1624 return;
1625
1432 Primitive.TextureEntry tex = part.Shape.Textures; 1626 Primitive.TextureEntry tex = part.Shape.Textures;
1433 MappingType textype; 1627 MappingType textype;
1434 textype = MappingType.Default; 1628 textype = MappingType.Default;
@@ -1459,6 +1653,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1459 1653
1460 public void SetGlow(SceneObjectPart part, int face, float glow) 1654 public void SetGlow(SceneObjectPart part, int face, float glow)
1461 { 1655 {
1656 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1657 return;
1658
1462 Primitive.TextureEntry tex = part.Shape.Textures; 1659 Primitive.TextureEntry tex = part.Shape.Textures;
1463 if (face >= 0 && face < GetNumberOfSides(part)) 1660 if (face >= 0 && face < GetNumberOfSides(part))
1464 { 1661 {
@@ -1484,6 +1681,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1484 1681
1485 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1682 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1486 { 1683 {
1684 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1685 return;
1487 1686
1488 Shininess sval = new Shininess(); 1687 Shininess sval = new Shininess();
1489 1688
@@ -1534,6 +1733,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1534 1733
1535 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1734 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1536 { 1735 {
1736 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1737 return;
1738
1537 Primitive.TextureEntry tex = part.Shape.Textures; 1739 Primitive.TextureEntry tex = part.Shape.Textures;
1538 if (face >= 0 && face < GetNumberOfSides(part)) 1740 if (face >= 0 && face < GetNumberOfSides(part))
1539 { 1741 {
@@ -1594,13 +1796,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1594 m_host.AddScriptLPS(1); 1796 m_host.AddScriptLPS(1);
1595 1797
1596 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1798 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1597 1799 if (parts.Count > 0)
1598 foreach (SceneObjectPart part in parts) 1800 {
1599 SetAlpha(part, alpha, face); 1801 try
1802 {
1803 foreach (SceneObjectPart part in parts)
1804 SetAlpha(part, alpha, face);
1805 }
1806 finally
1807 {
1808 }
1809 }
1600 } 1810 }
1601 1811
1602 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1812 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1603 { 1813 {
1814 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1815 return;
1816
1604 Primitive.TextureEntry tex = part.Shape.Textures; 1817 Primitive.TextureEntry tex = part.Shape.Textures;
1605 Color4 texcolor; 1818 Color4 texcolor;
1606 if (face >= 0 && face < GetNumberOfSides(part)) 1819 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1653,7 +1866,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1653 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1866 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1654 float wind, float tension, LSL_Vector Force) 1867 float wind, float tension, LSL_Vector Force)
1655 { 1868 {
1656 if (part == null) 1869 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1657 return; 1870 return;
1658 1871
1659 if (flexi) 1872 if (flexi)
@@ -1687,7 +1900,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1687 /// <param name="falloff"></param> 1900 /// <param name="falloff"></param>
1688 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1901 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1689 { 1902 {
1690 if (part == null) 1903 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1691 return; 1904 return;
1692 1905
1693 if (light) 1906 if (light)
@@ -1720,11 +1933,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1720 Primitive.TextureEntry tex = part.Shape.Textures; 1933 Primitive.TextureEntry tex = part.Shape.Textures;
1721 Color4 texcolor; 1934 Color4 texcolor;
1722 LSL_Vector rgb = new LSL_Vector(); 1935 LSL_Vector rgb = new LSL_Vector();
1936 int nsides = GetNumberOfSides(part);
1937
1723 if (face == ScriptBaseClass.ALL_SIDES) 1938 if (face == ScriptBaseClass.ALL_SIDES)
1724 { 1939 {
1725 int i; 1940 int i;
1726 1941 for (i = 0; i < nsides; i++)
1727 for (i = 0 ; i < GetNumberOfSides(part); i++)
1728 { 1942 {
1729 texcolor = tex.GetFace((uint)i).RGBA; 1943 texcolor = tex.GetFace((uint)i).RGBA;
1730 rgb.x += texcolor.R; 1944 rgb.x += texcolor.R;
@@ -1732,14 +1946,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1732 rgb.z += texcolor.B; 1946 rgb.z += texcolor.B;
1733 } 1947 }
1734 1948
1735 rgb.x /= (float)GetNumberOfSides(part); 1949 float invnsides = 1.0f / (float)nsides;
1736 rgb.y /= (float)GetNumberOfSides(part); 1950
1737 rgb.z /= (float)GetNumberOfSides(part); 1951 rgb.x *= invnsides;
1952 rgb.y *= invnsides;
1953 rgb.z *= invnsides;
1738 1954
1739 return rgb; 1955 return rgb;
1740 } 1956 }
1741 1957 if (face >= 0 && face < nsides)
1742 if (face >= 0 && face < GetNumberOfSides(part))
1743 { 1958 {
1744 texcolor = tex.GetFace((uint)face).RGBA; 1959 texcolor = tex.GetFace((uint)face).RGBA;
1745 rgb.x = texcolor.R; 1960 rgb.x = texcolor.R;
@@ -1766,15 +1981,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1766 m_host.AddScriptLPS(1); 1981 m_host.AddScriptLPS(1);
1767 1982
1768 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1983 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1769 1984 if (parts.Count > 0)
1770 foreach (SceneObjectPart part in parts) 1985 {
1771 SetTexture(part, texture, face); 1986 try
1772 1987 {
1988 foreach (SceneObjectPart part in parts)
1989 SetTexture(part, texture, face);
1990 }
1991 finally
1992 {
1993 }
1994 }
1773 ScriptSleep(200); 1995 ScriptSleep(200);
1774 } 1996 }
1775 1997
1776 protected void SetTexture(SceneObjectPart part, string texture, int face) 1998 protected void SetTexture(SceneObjectPart part, string texture, int face)
1777 { 1999 {
2000 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2001 return;
2002
1778 UUID textureID = new UUID(); 2003 UUID textureID = new UUID();
1779 2004
1780 textureID = InventoryKey(texture, (int)AssetType.Texture); 2005 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1819,6 +2044,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1819 2044
1820 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 2045 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1821 { 2046 {
2047 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2048 return;
2049
1822 Primitive.TextureEntry tex = part.Shape.Textures; 2050 Primitive.TextureEntry tex = part.Shape.Textures;
1823 if (face >= 0 && face < GetNumberOfSides(part)) 2051 if (face >= 0 && face < GetNumberOfSides(part))
1824 { 2052 {
@@ -1855,6 +2083,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1855 2083
1856 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2084 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1857 { 2085 {
2086 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2087 return;
2088
1858 Primitive.TextureEntry tex = part.Shape.Textures; 2089 Primitive.TextureEntry tex = part.Shape.Textures;
1859 if (face >= 0 && face < GetNumberOfSides(part)) 2090 if (face >= 0 && face < GetNumberOfSides(part))
1860 { 2091 {
@@ -1891,6 +2122,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1891 2122
1892 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2123 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1893 { 2124 {
2125 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2126 return;
2127
1894 Primitive.TextureEntry tex = part.Shape.Textures; 2128 Primitive.TextureEntry tex = part.Shape.Textures;
1895 if (face >= 0 && face < GetNumberOfSides(part)) 2129 if (face >= 0 && face < GetNumberOfSides(part))
1896 { 2130 {
@@ -2061,24 +2295,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2061 /// <param name="adjust">if TRUE, will cap the distance to 10m.</param> 2295 /// <param name="adjust">if TRUE, will cap the distance to 10m.</param>
2062 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos, bool adjust) 2296 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos, bool adjust)
2063 { 2297 {
2064 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2298 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2299 return;
2300
2065 LSL_Vector currentPos = GetPartLocalPos(part); 2301 LSL_Vector currentPos = GetPartLocalPos(part);
2302 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
2066 2303
2067 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
2068 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
2069 2304
2070 if (part.ParentGroup.RootPart == part) 2305 if (part.ParentGroup.RootPart == part)
2071 { 2306 {
2072 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
2073 targetPos.z = ground;
2074 SceneObjectGroup parent = part.ParentGroup; 2307 SceneObjectGroup parent = part.ParentGroup;
2075 parent.UpdateGroupPosition(!adjust ? targetPos : 2308 if (!World.Permissions.CanObjectEntry(parent.UUID, false, (Vector3)toPos))
2076 SetPosAdjust(currentPos, targetPos)); 2309 return;
2310 Util.FireAndForget(delegate(object x) {
2311 parent.UpdateGroupPosition((Vector3)toPos);
2312 });
2077 } 2313 }
2078 else 2314 else
2079 { 2315 {
2080 part.OffsetPosition = !adjust ? targetPos : 2316 part.OffsetPosition = (Vector3)toPos;
2081 SetPosAdjust(currentPos, targetPos);
2082 SceneObjectGroup parent = part.ParentGroup; 2317 SceneObjectGroup parent = part.ParentGroup;
2083 parent.HasGroupChanged = true; 2318 parent.HasGroupChanged = true;
2084 parent.ScheduleGroupForTerseUpdate(); 2319 parent.ScheduleGroupForTerseUpdate();
@@ -2110,13 +2345,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2110 else 2345 else
2111 { 2346 {
2112 if (part.ParentGroup.IsAttachment) 2347 if (part.ParentGroup.IsAttachment)
2113 {
2114 pos = part.AttachedPos; 2348 pos = part.AttachedPos;
2115 }
2116 else 2349 else
2117 {
2118 pos = part.AbsolutePosition; 2350 pos = part.AbsolutePosition;
2119 }
2120 } 2351 }
2121 2352
2122// m_log.DebugFormat("[LSL API]: Returning {0} in GetPartLocalPos()", pos); 2353// m_log.DebugFormat("[LSL API]: Returning {0} in GetPartLocalPos()", pos);
@@ -2128,8 +2359,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2128 { 2359 {
2129 m_host.AddScriptLPS(1); 2360 m_host.AddScriptLPS(1);
2130 2361
2362
2363 // Teravus: if (m_host.ParentID == 0) is bug code because the ParentID for the Avatar will cause this to be nonzero for root prim attachments
2364 // which is then treated like a child prim rotation and it's offset gets cumulatively multiplied against.
2365 // to fix the scripted rotations we also have to check to see if the root part localid is the same as the host's localid.
2366 // RootPart != null should shortcircuit
2367
2131 // try to let this work as in SL... 2368 // try to let this work as in SL...
2132 if (m_host.ParentID == 0) 2369 if (m_host.ParentID == 0 || (m_host.ParentGroup != null && m_host == m_host.ParentGroup.RootPart))
2133 { 2370 {
2134 // special case: If we are root, rotate complete SOG to new rotation 2371 // special case: If we are root, rotate complete SOG to new rotation
2135 SetRot(m_host, rot); 2372 SetRot(m_host, rot);
@@ -2156,25 +2393,46 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2156 2393
2157 protected void SetRot(SceneObjectPart part, Quaternion rot) 2394 protected void SetRot(SceneObjectPart part, Quaternion rot)
2158 { 2395 {
2159 part.UpdateRotation(rot); 2396 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2160 // Update rotation does not move the object in the physics scene if it's a linkset. 2397 return;
2161 2398
2162//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type 2399 bool isroot = (part == part.ParentGroup.RootPart);
2163// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition; 2400 bool isphys;
2164 2401
2165 // So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line
2166 // is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt
2167 // It's perfectly okay when the object is not an active physical body though.
2168 // So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against
2169 // but only if the object is not physial and active. This is important for rotating doors.
2170 // without the absoluteposition = absoluteposition happening, the doors do not move in the physics
2171 // scene
2172 PhysicsActor pa = part.PhysActor; 2402 PhysicsActor pa = part.PhysActor;
2173 2403
2174 if (pa != null && !pa.IsPhysical) 2404 // keep using physactor ideia of isphysical
2405 // it should be SOP ideia of that
2406 // not much of a issue with ubitODE
2407 if (pa != null && pa.IsPhysical)
2408 isphys = true;
2409 else
2410 isphys = false;
2411
2412 // SL doesn't let scripts rotate root of physical linksets
2413 if (isroot && isphys)
2414 return;
2415
2416 part.UpdateRotation(rot);
2417
2418 // Update rotation does not move the object in the physics engine if it's a non physical linkset
2419 // so do a nasty update of parts positions if is a root part rotation
2420 if (isroot && pa != null) // with if above implies non physical root part
2175 { 2421 {
2176 part.ParentGroup.ResetChildPrimPhysicsPositions(); 2422 part.ParentGroup.ResetChildPrimPhysicsPositions();
2177 } 2423 }
2424 else // fix sitting avatars. This is only needed bc of how we link avas to child parts, not root part
2425 {
2426 List<ScenePresence> sittingavas = part.ParentGroup.GetLinkedAvatars();
2427 if (sittingavas.Count > 0)
2428 {
2429 foreach (ScenePresence av in sittingavas)
2430 {
2431 if (isroot || part.LocalId == av.ParentID)
2432 av.SendTerseUpdateToAllClients();
2433 }
2434 }
2435 }
2178 } 2436 }
2179 2437
2180 /// <summary> 2438 /// <summary>
@@ -2191,6 +2449,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2191 2449
2192 m_host.AddScriptLPS(1); 2450 m_host.AddScriptLPS(1);
2193 Quaternion q = m_host.GetWorldRotation(); 2451 Quaternion q = m_host.GetWorldRotation();
2452
2453 if (m_host.ParentGroup != null && m_host.ParentGroup.AttachmentPoint != 0)
2454 {
2455 ScenePresence avatar = World.GetScenePresence(m_host.ParentGroup.AttachedAvatar);
2456 if (avatar != null)
2457 {
2458 if ((avatar.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0)
2459 q = avatar.CameraRotation * q; // Mouselook
2460 else
2461 q = avatar.Rotation * q; // Currently infrequently updated so may be inaccurate
2462 }
2463 }
2464
2194 return new LSL_Rotation(q.X, q.Y, q.Z, q.W); 2465 return new LSL_Rotation(q.X, q.Y, q.Z, q.W);
2195 } 2466 }
2196 2467
@@ -2216,14 +2487,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2216 q = part.ParentGroup.GroupRotation; // just the group rotation 2487 q = part.ParentGroup.GroupRotation; // just the group rotation
2217 return new LSL_Rotation(q.X, q.Y, q.Z, q.W); 2488 return new LSL_Rotation(q.X, q.Y, q.Z, q.W);
2218 } 2489 }
2490
2219 q = part.GetWorldRotation(); 2491 q = part.GetWorldRotation();
2492 if (part.ParentGroup.AttachmentPoint != 0)
2493 {
2494 ScenePresence avatar = World.GetScenePresence(part.ParentGroup.AttachedAvatar);
2495 if (avatar != null)
2496 {
2497 if ((avatar.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0)
2498 q = avatar.CameraRotation * q; // Mouselook
2499 else
2500 q = avatar.Rotation * q; // Currently infrequently updated so may be inaccurate
2501 }
2502 }
2503
2220 return new LSL_Rotation(q.X, q.Y, q.Z, q.W); 2504 return new LSL_Rotation(q.X, q.Y, q.Z, q.W);
2221 } 2505 }
2222 2506
2223 public LSL_Rotation llGetLocalRot() 2507 public LSL_Rotation llGetLocalRot()
2224 { 2508 {
2509 return GetPartLocalRot(m_host);
2510 }
2511
2512 private LSL_Rotation GetPartLocalRot(SceneObjectPart part)
2513 {
2225 m_host.AddScriptLPS(1); 2514 m_host.AddScriptLPS(1);
2226 return new LSL_Rotation(m_host.RotationOffset.X, m_host.RotationOffset.Y, m_host.RotationOffset.Z, m_host.RotationOffset.W); 2515 Quaternion rot = part.RotationOffset;
2516 return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W);
2227 } 2517 }
2228 2518
2229 public void llSetForce(LSL_Vector force, int local) 2519 public void llSetForce(LSL_Vector force, int local)
@@ -2303,16 +2593,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2303 m_host.ApplyImpulse(v, local != 0); 2593 m_host.ApplyImpulse(v, local != 0);
2304 } 2594 }
2305 2595
2596
2306 public void llApplyRotationalImpulse(LSL_Vector force, int local) 2597 public void llApplyRotationalImpulse(LSL_Vector force, int local)
2307 { 2598 {
2308 m_host.AddScriptLPS(1); 2599 m_host.AddScriptLPS(1);
2309 m_host.ApplyAngularImpulse(force, local != 0); 2600 m_host.ParentGroup.RootPart.ApplyAngularImpulse(force, local != 0);
2310 } 2601 }
2311 2602
2312 public void llSetTorque(LSL_Vector torque, int local) 2603 public void llSetTorque(LSL_Vector torque, int local)
2313 { 2604 {
2314 m_host.AddScriptLPS(1); 2605 m_host.AddScriptLPS(1);
2315 m_host.SetAngularImpulse(torque, local != 0); 2606 m_host.ParentGroup.RootPart.SetAngularImpulse(torque, local != 0);
2316 } 2607 }
2317 2608
2318 public LSL_Vector llGetTorque() 2609 public LSL_Vector llGetTorque()
@@ -2329,20 +2620,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2329 llSetTorque(torque, local); 2620 llSetTorque(torque, local);
2330 } 2621 }
2331 2622
2623 public void llSetVelocity(LSL_Vector vel, int local)
2624 {
2625 m_host.AddScriptLPS(1);
2626 m_host.SetVelocity(new Vector3((float)vel.x, (float)vel.y, (float)vel.z), local != 0);
2627 }
2628
2332 public LSL_Vector llGetVel() 2629 public LSL_Vector llGetVel()
2333 { 2630 {
2334 m_host.AddScriptLPS(1); 2631 m_host.AddScriptLPS(1);
2335 2632
2336 Vector3 vel; 2633 Vector3 vel = Vector3.Zero;
2337 2634
2338 if (m_host.ParentGroup.IsAttachment) 2635 if (m_host.ParentGroup.IsAttachment)
2339 { 2636 {
2340 ScenePresence avatar = m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.AttachedAvatar); 2637 ScenePresence avatar = m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.AttachedAvatar);
2341 vel = avatar.Velocity; 2638 if (avatar != null)
2639 vel = avatar.Velocity;
2342 } 2640 }
2343 else 2641 else
2344 { 2642 {
2345 vel = m_host.Velocity; 2643 vel = m_host.ParentGroup.RootPart.Velocity;
2346 } 2644 }
2347 2645
2348 return new LSL_Vector(vel.X, vel.Y, vel.Z); 2646 return new LSL_Vector(vel.X, vel.Y, vel.Z);
@@ -2354,10 +2652,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2354 return new LSL_Vector(m_host.Acceleration.X, m_host.Acceleration.Y, m_host.Acceleration.Z); 2652 return new LSL_Vector(m_host.Acceleration.X, m_host.Acceleration.Y, m_host.Acceleration.Z);
2355 } 2653 }
2356 2654
2655 public void llSetAngularVelocity(LSL_Vector avel, int local)
2656 {
2657 m_host.AddScriptLPS(1);
2658 m_host.SetAngularVelocity(new Vector3((float)avel.x, (float)avel.y, (float)avel.z), local != 0);
2659 }
2660
2357 public LSL_Vector llGetOmega() 2661 public LSL_Vector llGetOmega()
2358 { 2662 {
2359 m_host.AddScriptLPS(1); 2663 m_host.AddScriptLPS(1);
2360 return new LSL_Vector(m_host.AngularVelocity.X, m_host.AngularVelocity.Y, m_host.AngularVelocity.Z); 2664 Vector3 avel = m_host.AngularVelocity;
2665 return new LSL_Vector(avel.X, avel.Y, avel.Z);
2361 } 2666 }
2362 2667
2363 public LSL_Float llGetTimeOfDay() 2668 public LSL_Float llGetTimeOfDay()
@@ -2746,7 +3051,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2746 } 3051 }
2747 3052
2748 bool result = money.ObjectGiveMoney( 3053 bool result = money.ObjectGiveMoney(
2749 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount); 3054 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount,UUID.Zero);
2750 3055
2751 if (result) 3056 if (result)
2752 return 1; 3057 return 1;
@@ -2830,13 +3135,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2830 new_group.RootPart.UUID.ToString()) }, 3135 new_group.RootPart.UUID.ToString()) },
2831 new DetectParams[0])); 3136 new DetectParams[0]));
2832 3137
2833 float groupmass = new_group.GetMass(); 3138 // do recoil
3139 SceneObjectGroup hostgrp = m_host.ParentGroup;
3140 if (hostgrp == null)
3141 return;
3142
3143 if (hostgrp.IsAttachment) // don't recoil avatars
3144 return;
2834 3145
2835 PhysicsActor pa = new_group.RootPart.PhysActor; 3146 PhysicsActor pa = new_group.RootPart.PhysActor;
2836 3147
2837 //Recoil. 3148 //Recoil.
2838 if (pa != null && pa.IsPhysical && (Vector3)vel != Vector3.Zero) 3149 if (pa != null && pa.IsPhysical && (Vector3)vel != Vector3.Zero)
2839 { 3150 {
3151 float groupmass = new_group.GetMass();
2840 Vector3 recoil = -vel * groupmass * m_recoilScaleFactor; 3152 Vector3 recoil = -vel * groupmass * m_recoilScaleFactor;
2841 if (recoil != Vector3.Zero) 3153 if (recoil != Vector3.Zero)
2842 { 3154 {
@@ -2844,6 +3156,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2844 } 3156 }
2845 } 3157 }
2846 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay) 3158 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
3159 return;
3160
2847 }); 3161 });
2848 3162
2849 //ScriptSleep((int)((groupmass * velmag) / 10)); 3163 //ScriptSleep((int)((groupmass * velmag) / 10));
@@ -2858,35 +3172,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2858 public void llLookAt(LSL_Vector target, double strength, double damping) 3172 public void llLookAt(LSL_Vector target, double strength, double damping)
2859 { 3173 {
2860 m_host.AddScriptLPS(1); 3174 m_host.AddScriptLPS(1);
2861 // Determine where we are looking from
2862 LSL_Vector from = llGetPos();
2863 3175
2864 // Work out the normalised vector from the source to the target 3176 // Get the normalized vector to the target
2865 LSL_Vector delta = llVecNorm(target - from); 3177 LSL_Vector d1 = llVecNorm(target - llGetPos());
2866 LSL_Vector angle = new LSL_Vector(0,0,0);
2867 3178
2868 // Calculate the yaw 3179 // Get the bearing (yaw)
2869 // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system 3180 LSL_Vector a1 = new LSL_Vector(0,0,0);
2870 angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; 3181 a1.z = llAtan2(d1.y, d1.x);
2871 3182
2872 // Calculate pitch 3183 // Get the elevation (pitch)
2873 angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); 3184 LSL_Vector a2 = new LSL_Vector(0,0,0);
3185 a2.y= -llAtan2(d1.z, llSqrt((d1.x * d1.x) + (d1.y * d1.y)));
2874 3186
2875 // we need to convert from a vector describing 3187 LSL_Rotation r1 = llEuler2Rot(a1);
2876 // the angles of rotation in radians into rotation value 3188 LSL_Rotation r2 = llEuler2Rot(a2);
2877 LSL_Rotation rot = llEuler2Rot(angle); 3189 LSL_Rotation r3 = new LSL_Rotation(0.000000, 0.707107, 0.000000, 0.707107);
2878
2879 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2880 // set the rotation of the object, copy that behavior
2881 PhysicsActor pa = m_host.PhysActor;
2882 3190
2883 if (strength == 0 || pa == null || !pa.IsPhysical) 3191 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2884 { 3192 {
2885 llSetRot(rot); 3193 // Do nothing if either value is 0 (this has been checked in SL)
3194 if (strength <= 0.0 || damping <= 0.0)
3195 return;
3196
3197 llSetRot(r3 * r2 * r1);
2886 } 3198 }
2887 else 3199 else
2888 { 3200 {
2889 m_host.StartLookAt(rot, (float)strength, (float)damping); 3201 if (strength == 0)
3202 {
3203 llSetRot(r3 * r2 * r1);
3204 return;
3205 }
3206
3207 m_host.StartLookAt((Quaternion)(r3 * r2 * r1), (float)strength, (float)damping);
2890 } 3208 }
2891 } 3209 }
2892 3210
@@ -2932,17 +3250,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2932 } 3250 }
2933 else 3251 else
2934 { 3252 {
2935 if (m_host.IsRoot) 3253 // new SL always returns object mass
2936 { 3254// if (m_host.IsRoot)
3255// {
2937 return m_host.ParentGroup.GetMass(); 3256 return m_host.ParentGroup.GetMass();
2938 } 3257// }
2939 else 3258// else
2940 { 3259// {
2941 return m_host.GetMass(); 3260// return m_host.GetMass();
2942 } 3261// }
2943 } 3262 }
2944 } 3263 }
2945 3264
3265
3266 public LSL_Float llGetMassMKS()
3267 {
3268 return 100f * llGetMass();
3269 }
3270
2946 public void llCollisionFilter(string name, string id, int accept) 3271 public void llCollisionFilter(string name, string id, int accept)
2947 { 3272 {
2948 m_host.AddScriptLPS(1); 3273 m_host.AddScriptLPS(1);
@@ -2990,8 +3315,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2990 { 3315 {
2991 // Unregister controls from Presence 3316 // Unregister controls from Presence
2992 presence.UnRegisterControlEventsToScript(m_host.LocalId, m_item.ItemID); 3317 presence.UnRegisterControlEventsToScript(m_host.LocalId, m_item.ItemID);
2993 // Remove Take Control permission.
2994 m_item.PermsMask &= ~ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
2995 } 3318 }
2996 } 3319 }
2997 } 3320 }
@@ -3019,7 +3342,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3019 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3342 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
3020 3343
3021 if (attachmentsModule != null) 3344 if (attachmentsModule != null)
3022 return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, false); 3345 return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, true, false);
3023 else 3346 else
3024 return false; 3347 return false;
3025 } 3348 }
@@ -3049,9 +3372,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3049 { 3372 {
3050 m_host.AddScriptLPS(1); 3373 m_host.AddScriptLPS(1);
3051 3374
3052// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
3053// return;
3054
3055 if (m_item.PermsGranter != m_host.OwnerID) 3375 if (m_item.PermsGranter != m_host.OwnerID)
3056 return; 3376 return;
3057 3377
@@ -3094,6 +3414,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3094 3414
3095 public void llInstantMessage(string user, string message) 3415 public void llInstantMessage(string user, string message)
3096 { 3416 {
3417 UUID result;
3418 if (!UUID.TryParse(user, out result) || result == UUID.Zero)
3419 {
3420 ShoutError("An invalid key was passed to llInstantMessage");
3421 ScriptSleep(2000);
3422 return;
3423 }
3424
3425
3097 m_host.AddScriptLPS(1); 3426 m_host.AddScriptLPS(1);
3098 3427
3099 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3428 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3108,14 +3437,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3108 UUID friendTransactionID = UUID.Random(); 3437 UUID friendTransactionID = UUID.Random();
3109 3438
3110 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3439 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3111 3440
3112 GridInstantMessage msg = new GridInstantMessage(); 3441 GridInstantMessage msg = new GridInstantMessage();
3113 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3442 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3114 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3443 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3115 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3444 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3116// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3445// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3117// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3446// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3118 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3447// DateTime dt = DateTime.UtcNow;
3448//
3449// // Ticks from UtcNow, but make it look like local. Evil, huh?
3450// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3451//
3452// try
3453// {
3454// // Convert that to the PST timezone
3455// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3456// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3457// }
3458// catch
3459// {
3460// // No logging here, as it could be VERY spammy
3461// }
3462//
3463// // And make it look local again to fool the unix time util
3464// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3465
3466 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3467
3119 //if (client != null) 3468 //if (client != null)
3120 //{ 3469 //{
3121 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3470 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3129,12 +3478,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3129 msg.message = message.Substring(0, 1024); 3478 msg.message = message.Substring(0, 1024);
3130 else 3479 else
3131 msg.message = message; 3480 msg.message = message;
3132 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3481 msg.dialog = (byte)19; // MessageFromObject
3133 msg.fromGroup = false;// fromGroup; 3482 msg.fromGroup = false;// fromGroup;
3134 msg.offline = (byte)0; //offline; 3483 msg.offline = (byte)0; //offline;
3135 msg.ParentEstateID = 0; //ParentEstateID; 3484 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3136 msg.Position = new Vector3(m_host.AbsolutePosition); 3485 msg.Position = new Vector3(m_host.AbsolutePosition);
3137 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3486 msg.RegionID = World.RegionInfo.RegionID.Guid;
3138 msg.binaryBucket 3487 msg.binaryBucket
3139 = Util.StringToBytes256( 3488 = Util.StringToBytes256(
3140 "{0}/{1}/{2}/{3}", 3489 "{0}/{1}/{2}/{3}",
@@ -3162,7 +3511,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3162 } 3511 }
3163 3512
3164 emailModule.SendEmail(m_host.UUID, address, subject, message); 3513 emailModule.SendEmail(m_host.UUID, address, subject, message);
3165 llSleep(EMAIL_PAUSE_TIME); 3514 ScriptSleep(EMAIL_PAUSE_TIME * 1000);
3166 } 3515 }
3167 3516
3168 public void llGetNextEmail(string address, string subject) 3517 public void llGetNextEmail(string address, string subject)
@@ -3408,7 +3757,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3408 implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3757 implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3409 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3758 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3410 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3759 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3760 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3411 ScriptBaseClass.PERMISSION_ATTACH; 3761 ScriptBaseClass.PERMISSION_ATTACH;
3762
3412 } 3763 }
3413 else 3764 else
3414 { 3765 {
@@ -3425,15 +3776,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3425 if (World.GetExtraSetting("auto_grant_attach_perms") == "true") 3776 if (World.GetExtraSetting("auto_grant_attach_perms") == "true")
3426 implicitPerms = ScriptBaseClass.PERMISSION_ATTACH; 3777 implicitPerms = ScriptBaseClass.PERMISSION_ATTACH;
3427 } 3778 }
3779 if (World.GetExtraSetting("auto_grant_all_perms") == "true")
3780 {
3781 implicitPerms = perm;
3782 }
3428 } 3783 }
3429 3784
3430 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3785 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3431 { 3786 {
3432 lock (m_host.TaskInventory) 3787 m_host.TaskInventory.LockItemsForWrite(true);
3433 { 3788 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3434 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3789 m_host.TaskInventory[m_item.ItemID].PermsMask = perm;
3435 m_host.TaskInventory[m_item.ItemID].PermsMask = perm; 3790 m_host.TaskInventory.LockItemsForWrite(false);
3436 }
3437 3791
3438 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3792 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3439 "run_time_permissions", new Object[] { 3793 "run_time_permissions", new Object[] {
@@ -3476,11 +3830,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3476 3830
3477 if (!m_waitingForScriptAnswer) 3831 if (!m_waitingForScriptAnswer)
3478 { 3832 {
3479 lock (m_host.TaskInventory) 3833 m_host.TaskInventory.LockItemsForWrite(true);
3480 { 3834 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3481 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3835 m_host.TaskInventory[m_item.ItemID].PermsMask = 0;
3482 m_host.TaskInventory[m_item.ItemID].PermsMask = 0; 3836 m_host.TaskInventory.LockItemsForWrite(false);
3483 }
3484 3837
3485 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3838 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3486 m_waitingForScriptAnswer=true; 3839 m_waitingForScriptAnswer=true;
@@ -3509,14 +3862,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3509 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3862 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3510 llReleaseControls(); 3863 llReleaseControls();
3511 3864
3512 lock (m_host.TaskInventory) 3865 m_host.TaskInventory.LockItemsForWrite(true);
3513 { 3866 m_host.TaskInventory[m_item.ItemID].PermsMask = answer;
3514 m_host.TaskInventory[m_item.ItemID].PermsMask = answer; 3867 m_host.TaskInventory.LockItemsForWrite(false);
3515 } 3868
3516 3869 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3517 m_ScriptEngine.PostScriptEvent( 3870 "run_time_permissions", new Object[] {
3518 m_item.ItemID, 3871 new LSL_Integer(answer) },
3519 new EventParams("run_time_permissions", new Object[] { new LSL_Integer(answer) }, new DetectParams[0])); 3872 new DetectParams[0]));
3520 } 3873 }
3521 3874
3522 public LSL_String llGetPermissionsKey() 3875 public LSL_String llGetPermissionsKey()
@@ -3555,14 +3908,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3555 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3908 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3556 { 3909 {
3557 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3910 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3558 3911 if (parts.Count > 0)
3559 foreach (SceneObjectPart part in parts) 3912 {
3560 part.SetFaceColorAlpha(face, color, null); 3913 try
3914 {
3915 foreach (SceneObjectPart part in parts)
3916 part.SetFaceColorAlpha(face, color, null);
3917 }
3918 finally
3919 {
3920 }
3921 }
3561 } 3922 }
3562 3923
3563 public void llCreateLink(string target, int parent) 3924 public void llCreateLink(string target, int parent)
3564 { 3925 {
3565 m_host.AddScriptLPS(1); 3926 m_host.AddScriptLPS(1);
3927
3566 UUID targetID; 3928 UUID targetID;
3567 3929
3568 if (!UUID.TryParse(target, out targetID)) 3930 if (!UUID.TryParse(target, out targetID))
@@ -3668,10 +4030,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3668 // Restructuring Multiple Prims. 4030 // Restructuring Multiple Prims.
3669 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4031 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3670 parts.Remove(parentPrim.RootPart); 4032 parts.Remove(parentPrim.RootPart);
3671 foreach (SceneObjectPart part in parts) 4033 if (parts.Count > 0)
3672 { 4034 {
3673 parentPrim.DelinkFromGroup(part.LocalId, true); 4035 try
4036 {
4037 foreach (SceneObjectPart part in parts)
4038 {
4039 parentPrim.DelinkFromGroup(part.LocalId, true);
4040 }
4041 }
4042 finally
4043 {
4044 }
3674 } 4045 }
4046
3675 parentPrim.HasGroupChanged = true; 4047 parentPrim.HasGroupChanged = true;
3676 parentPrim.ScheduleGroupForFullUpdate(); 4048 parentPrim.ScheduleGroupForFullUpdate();
3677 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4049 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3680,12 +4052,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3680 { 4052 {
3681 SceneObjectPart newRoot = parts[0]; 4053 SceneObjectPart newRoot = parts[0];
3682 parts.Remove(newRoot); 4054 parts.Remove(newRoot);
3683 foreach (SceneObjectPart part in parts) 4055
4056 try
3684 { 4057 {
3685 // Required for linking 4058 foreach (SceneObjectPart part in parts)
3686 part.ClearUpdateSchedule(); 4059 {
3687 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4060 part.ClearUpdateSchedule();
4061 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4062 }
3688 } 4063 }
4064 finally
4065 {
4066 }
4067
4068
3689 newRoot.ParentGroup.HasGroupChanged = true; 4069 newRoot.ParentGroup.HasGroupChanged = true;
3690 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4070 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3691 } 4071 }
@@ -3705,6 +4085,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3705 public void llBreakAllLinks() 4085 public void llBreakAllLinks()
3706 { 4086 {
3707 m_host.AddScriptLPS(1); 4087 m_host.AddScriptLPS(1);
4088
4089 TaskInventoryItem item = m_item;
4090
4091 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4092 && !m_automaticLinkPermission)
4093 {
4094 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4095 return;
4096 }
4097
3708 SceneObjectGroup parentPrim = m_host.ParentGroup; 4098 SceneObjectGroup parentPrim = m_host.ParentGroup;
3709 if (parentPrim.AttachmentPoint != 0) 4099 if (parentPrim.AttachmentPoint != 0)
3710 return; // Fail silently if attached 4100 return; // Fail silently if attached
@@ -3724,47 +4114,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3724 public LSL_String llGetLinkKey(int linknum) 4114 public LSL_String llGetLinkKey(int linknum)
3725 { 4115 {
3726 m_host.AddScriptLPS(1); 4116 m_host.AddScriptLPS(1);
3727 4117 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3728 if (linknum < 0) 4118 if (part != null)
3729 {
3730 if (linknum == ScriptBaseClass.LINK_THIS)
3731 return m_host.UUID.ToString();
3732 else
3733 return ScriptBaseClass.NULL_KEY;
3734 }
3735
3736 int actualPrimCount = m_host.ParentGroup.PrimCount;
3737 List<UUID> sittingAvatarIds = m_host.ParentGroup.GetSittingAvatars();
3738 int adjustedPrimCount = actualPrimCount + sittingAvatarIds.Count;
3739
3740 // Special case for a single prim. In this case the linknum is zero. However, this will not match a single
3741 // prim that has any avatars sat upon it (in which case the root prim is link 1).
3742 if (linknum == 0)
3743 {
3744 if (actualPrimCount == 1 && sittingAvatarIds.Count == 0)
3745 return m_host.UUID.ToString();
3746
3747 return ScriptBaseClass.NULL_KEY;
3748 }
3749 // Special case to handle a single prim with sitting avatars. GetLinkPart() would only match zero but
3750 // here we must match 1 (ScriptBaseClass.LINK_ROOT).
3751 else if (linknum == 1 && actualPrimCount == 1)
3752 {
3753 if (sittingAvatarIds.Count > 0)
3754 return m_host.ParentGroup.RootPart.UUID.ToString();
3755 else
3756 return ScriptBaseClass.NULL_KEY;
3757 }
3758 else if (linknum <= adjustedPrimCount)
3759 { 4119 {
3760 if (linknum <= actualPrimCount) 4120 return part.UUID.ToString();
3761 return m_host.ParentGroup.GetLinkNumPart(linknum).UUID.ToString();
3762 else
3763 return sittingAvatarIds[linknum - actualPrimCount - 1].ToString();
3764 } 4121 }
3765 else 4122 else
3766 { 4123 {
3767 return ScriptBaseClass.NULL_KEY; 4124 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4125 {
4126 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4127
4128 if (linknum < 0)
4129 return UUID.Zero.ToString();
4130
4131 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4132 if (avatars.Count > linknum)
4133 {
4134 return avatars[linknum].UUID.ToString();
4135 }
4136 }
4137 return UUID.Zero.ToString();
3768 } 4138 }
3769 } 4139 }
3770 4140
@@ -3867,17 +4237,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3867 m_host.AddScriptLPS(1); 4237 m_host.AddScriptLPS(1);
3868 int count = 0; 4238 int count = 0;
3869 4239
3870 lock (m_host.TaskInventory) 4240 m_host.TaskInventory.LockItemsForRead(true);
4241 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3871 { 4242 {
3872 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4243 if (inv.Value.Type == type || type == -1)
3873 { 4244 {
3874 if (inv.Value.Type == type || type == -1) 4245 count = count + 1;
3875 {
3876 count = count + 1;
3877 }
3878 } 4246 }
3879 } 4247 }
3880 4248
4249 m_host.TaskInventory.LockItemsForRead(false);
3881 return count; 4250 return count;
3882 } 4251 }
3883 4252
@@ -3886,16 +4255,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3886 m_host.AddScriptLPS(1); 4255 m_host.AddScriptLPS(1);
3887 ArrayList keys = new ArrayList(); 4256 ArrayList keys = new ArrayList();
3888 4257
3889 lock (m_host.TaskInventory) 4258 m_host.TaskInventory.LockItemsForRead(true);
4259 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3890 { 4260 {
3891 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4261 if (inv.Value.Type == type || type == -1)
3892 { 4262 {
3893 if (inv.Value.Type == type || type == -1) 4263 keys.Add(inv.Value.Name);
3894 {
3895 keys.Add(inv.Value.Name);
3896 }
3897 } 4264 }
3898 } 4265 }
4266 m_host.TaskInventory.LockItemsForRead(false);
3899 4267
3900 if (keys.Count == 0) 4268 if (keys.Count == 0)
3901 { 4269 {
@@ -3933,7 +4301,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3933 if (item == null) 4301 if (item == null)
3934 { 4302 {
3935 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4303 llSay(0, String.Format("Could not find object '{0}'", inventory));
3936 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4304 return;
4305// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3937 } 4306 }
3938 4307
3939 UUID objId = item.ItemID; 4308 UUID objId = item.ItemID;
@@ -3961,33 +4330,45 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3961 return; 4330 return;
3962 } 4331 }
3963 } 4332 }
4333
3964 // destination is an avatar 4334 // destination is an avatar
3965 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4335 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3966 4336
3967 if (agentItem == null) 4337 if (agentItem == null)
3968 return; 4338 return;
3969 4339
3970 if (m_TransferModule != null) 4340 byte[] bucket = new byte[1];
3971 { 4341 bucket[0] = (byte)item.Type;
3972 byte[] bucket = new byte[1]; 4342 //byte[] objBytes = agentItem.ID.GetBytes();
3973 bucket[0] = (byte)item.Type; 4343 //Array.Copy(objBytes, 0, bucket, 1, 16);
3974 4344
3975 GridInstantMessage msg = new GridInstantMessage(World, 4345 GridInstantMessage msg = new GridInstantMessage(World,
3976 m_host.OwnerID, m_host.Name, destId, 4346 m_host.OwnerID, m_host.Name, destId,
3977 (byte)InstantMessageDialog.TaskInventoryOffered, 4347 (byte)InstantMessageDialog.TaskInventoryOffered,
3978 false, item.Name+". "+m_host.Name+" is located at "+ 4348 false, item.Name+". "+m_host.Name+" is located at "+
3979 World.RegionInfo.RegionName+" "+ 4349 World.RegionInfo.RegionName+" "+
3980 m_host.AbsolutePosition.ToString(), 4350 m_host.AbsolutePosition.ToString(),
3981 agentItem.ID, true, m_host.AbsolutePosition, 4351 agentItem.ID, true, m_host.AbsolutePosition,
3982 bucket, true); 4352 bucket, true);
3983 4353
3984 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4354 ScenePresence sp;
3985 }
3986 4355
4356 if (World.TryGetScenePresence(destId, out sp))
4357 {
4358 sp.ControllingClient.SendInstantMessage(msg);
4359 }
4360 else
4361 {
4362 if (m_TransferModule != null)
4363 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4364 }
4365
4366 //This delay should only occur when giving inventory to avatars.
3987 ScriptSleep(3000); 4367 ScriptSleep(3000);
3988 } 4368 }
3989 } 4369 }
3990 4370
4371 [DebuggerNonUserCode]
3991 public void llRemoveInventory(string name) 4372 public void llRemoveInventory(string name)
3992 { 4373 {
3993 m_host.AddScriptLPS(1); 4374 m_host.AddScriptLPS(1);
@@ -4042,109 +4423,115 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4042 { 4423 {
4043 m_host.AddScriptLPS(1); 4424 m_host.AddScriptLPS(1);
4044 4425
4045 UUID uuid = (UUID)id; 4426 UUID uuid;
4046 PresenceInfo pinfo = null; 4427 if (UUID.TryParse(id, out uuid))
4047 UserAccount account;
4048
4049 UserInfoCacheEntry ce;
4050 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4051 { 4428 {
4052 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4429 PresenceInfo pinfo = null;
4053 if (account == null) 4430 UserAccount account;
4431
4432 UserInfoCacheEntry ce;
4433 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4054 { 4434 {
4055 m_userInfoCache[uuid] = null; // Cache negative 4435 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4056 return UUID.Zero.ToString(); 4436 if (account == null)
4057 } 4437 {
4438 m_userInfoCache[uuid] = null; // Cache negative
4439 return UUID.Zero.ToString();
4440 }
4058 4441
4059 4442
4060 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4443 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4061 if (pinfos != null && pinfos.Length > 0) 4444 if (pinfos != null && pinfos.Length > 0)
4062 {
4063 foreach (PresenceInfo p in pinfos)
4064 { 4445 {
4065 if (p.RegionID != UUID.Zero) 4446 foreach (PresenceInfo p in pinfos)
4066 { 4447 {
4067 pinfo = p; 4448 if (p.RegionID != UUID.Zero)
4449 {
4450 pinfo = p;
4451 }
4068 } 4452 }
4069 } 4453 }
4070 }
4071 4454
4072 ce = new UserInfoCacheEntry(); 4455 ce = new UserInfoCacheEntry();
4073 ce.time = Util.EnvironmentTickCount(); 4456 ce.time = Util.EnvironmentTickCount();
4074 ce.account = account; 4457 ce.account = account;
4075 ce.pinfo = pinfo; 4458 ce.pinfo = pinfo;
4076 } 4459 m_userInfoCache[uuid] = ce;
4077 else 4460 }
4078 { 4461 else
4079 if (ce == null) 4462 {
4080 return UUID.Zero.ToString(); 4463 if (ce == null)
4464 return UUID.Zero.ToString();
4081 4465
4082 account = ce.account; 4466 account = ce.account;
4083 pinfo = ce.pinfo; 4467 pinfo = ce.pinfo;
4084 } 4468 }
4085 4469
4086 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4470 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4087 {
4088 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4089 if (pinfos != null && pinfos.Length > 0)
4090 { 4471 {
4091 foreach (PresenceInfo p in pinfos) 4472 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4473 if (pinfos != null && pinfos.Length > 0)
4092 { 4474 {
4093 if (p.RegionID != UUID.Zero) 4475 foreach (PresenceInfo p in pinfos)
4094 { 4476 {
4095 pinfo = p; 4477 if (p.RegionID != UUID.Zero)
4478 {
4479 pinfo = p;
4480 }
4096 } 4481 }
4097 } 4482 }
4098 } 4483 else
4099 else 4484 pinfo = null;
4100 pinfo = null;
4101 4485
4102 ce.time = Util.EnvironmentTickCount(); 4486 ce.time = Util.EnvironmentTickCount();
4103 ce.pinfo = pinfo; 4487 ce.pinfo = pinfo;
4104 } 4488 }
4105 4489
4106 string reply = String.Empty; 4490 string reply = String.Empty;
4107 4491
4108 switch (data) 4492 switch (data)
4109 { 4493 {
4110 case 1: // DATA_ONLINE (0|1) 4494 case 1: // DATA_ONLINE (0|1)
4111 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4495 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4112 reply = "1"; 4496 reply = "1";
4113 else 4497 else
4114 reply = "0"; 4498 reply = "0";
4115 break; 4499 break;
4116 case 2: // DATA_NAME (First Last) 4500 case 2: // DATA_NAME (First Last)
4117 reply = account.FirstName + " " + account.LastName; 4501 reply = account.FirstName + " " + account.LastName;
4118 break; 4502 break;
4119 case 3: // DATA_BORN (YYYY-MM-DD) 4503 case 3: // DATA_BORN (YYYY-MM-DD)
4120 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4504 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4121 born = born.AddSeconds(account.Created); 4505 born = born.AddSeconds(account.Created);
4122 reply = born.ToString("yyyy-MM-dd"); 4506 reply = born.ToString("yyyy-MM-dd");
4123 break; 4507 break;
4124 case 4: // DATA_RATING (0,0,0,0,0,0) 4508 case 4: // DATA_RATING (0,0,0,0,0,0)
4125 reply = "0,0,0,0,0,0"; 4509 reply = "0,0,0,0,0,0";
4126 break; 4510 break;
4127 case 7: // DATA_USERLEVEL (integer) 4511 case 8: // DATA_PAYINFO (0|1|2|3)
4128 reply = account.UserLevel.ToString(); 4512 reply = "0";
4129 break; 4513 break;
4130 case 8: // DATA_PAYINFO (0|1|2|3) 4514 default:
4131 reply = "0"; 4515 return UUID.Zero.ToString(); // Raise no event
4132 break; 4516 }
4133 default:
4134 return UUID.Zero.ToString(); // Raise no event
4135 }
4136 4517
4137 UUID rq = UUID.Random(); 4518 UUID rq = UUID.Random();
4138 4519
4139 UUID tid = AsyncCommands. 4520 UUID tid = AsyncCommands.
4140 DataserverPlugin.RegisterRequest(m_host.LocalId, 4521 DataserverPlugin.RegisterRequest(m_host.LocalId,
4141 m_item.ItemID, rq.ToString()); 4522 m_item.ItemID, rq.ToString());
4142 4523
4143 AsyncCommands. 4524 AsyncCommands.
4144 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4525 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4145 4526
4146 ScriptSleep(100); 4527 ScriptSleep(100);
4147 return tid.ToString(); 4528 return tid.ToString();
4529 }
4530 else
4531 {
4532 ShoutError("Invalid UUID passed to llRequestAgentData.");
4533 }
4534 return "";
4148 } 4535 }
4149 4536
4150 public LSL_String llRequestInventoryData(string name) 4537 public LSL_String llRequestInventoryData(string name)
@@ -4201,13 +4588,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4201 if (UUID.TryParse(agent, out agentId)) 4588 if (UUID.TryParse(agent, out agentId))
4202 { 4589 {
4203 ScenePresence presence = World.GetScenePresence(agentId); 4590 ScenePresence presence = World.GetScenePresence(agentId);
4204 if (presence != null) 4591 if (presence != null && presence.PresenceType != PresenceType.Npc)
4205 { 4592 {
4593 // agent must not be a god
4594 if (presence.UserLevel >= 200) return;
4595
4206 // agent must be over the owners land 4596 // agent must be over the owners land
4207 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4597 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4208 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4598 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4209 { 4599 {
4210 World.TeleportClientHome(agentId, presence.ControllingClient); 4600 if (!World.TeleportClientHome(agentId, presence.ControllingClient))
4601 {
4602 // They can't be teleported home for some reason
4603 GridRegion regionInfo = World.GridService.GetRegionByUUID(UUID.Zero, new UUID("2b02daac-e298-42fa-9a75-f488d37896e6"));
4604 if (regionInfo != null)
4605 {
4606 World.RequestTeleportLocation(
4607 presence.ControllingClient, regionInfo.RegionHandle, new Vector3(128, 128, 23), Vector3.Zero,
4608 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
4609 }
4610 }
4211 } 4611 }
4212 } 4612 }
4213 } 4613 }
@@ -4314,7 +4714,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4314 UUID av = new UUID(); 4714 UUID av = new UUID();
4315 if (!UUID.TryParse(agent,out av)) 4715 if (!UUID.TryParse(agent,out av))
4316 { 4716 {
4317 LSLError("First parameter to llDialog needs to be a key"); 4717 //LSLError("First parameter to llDialog needs to be a key");
4318 return; 4718 return;
4319 } 4719 }
4320 4720
@@ -4346,10 +4746,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4346 public void llCollisionSound(string impact_sound, double impact_volume) 4746 public void llCollisionSound(string impact_sound, double impact_volume)
4347 { 4747 {
4348 m_host.AddScriptLPS(1); 4748 m_host.AddScriptLPS(1);
4349 4749
4750 if(impact_sound == "")
4751 {
4752 m_host.CollisionSoundVolume = (float)impact_volume;
4753 m_host.CollisionSound = m_host.invalidCollisionSoundUUID;
4754 m_host.CollisionSoundType = 0;
4755 return;
4756 }
4350 // TODO: Parameter check logic required. 4757 // TODO: Parameter check logic required.
4351 m_host.CollisionSound = KeyOrName(impact_sound, AssetType.Sound); 4758 m_host.CollisionSound = KeyOrName(impact_sound, AssetType.Sound);
4352 m_host.CollisionSoundVolume = (float)impact_volume; 4759 m_host.CollisionSoundVolume = (float)impact_volume;
4760 m_host.CollisionSoundType = 1;
4353 } 4761 }
4354 4762
4355 public LSL_String llGetAnimation(string id) 4763 public LSL_String llGetAnimation(string id)
@@ -4363,14 +4771,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4363 4771
4364 if (m_host.RegionHandle == presence.RegionHandle) 4772 if (m_host.RegionHandle == presence.RegionHandle)
4365 { 4773 {
4366 Dictionary<UUID, string> animationstateNames = DefaultAvatarAnimations.AnimStateNames;
4367
4368 if (presence != null) 4774 if (presence != null)
4369 { 4775 {
4370 AnimationSet currentAnims = presence.Animator.Animations; 4776 if (presence.SitGround)
4371 string currentAnimationState = String.Empty; 4777 return "Sitting on Ground";
4372 if (animationstateNames.TryGetValue(currentAnims.ImplicitDefaultAnimation.AnimID, out currentAnimationState)) 4778 if (presence.ParentID != 0 || presence.ParentUUID != UUID.Zero)
4373 return currentAnimationState; 4779 return "Sitting";
4780
4781 string movementAnimation = presence.Animator.CurrentMovementAnimation;
4782 string lslMovementAnimation;
4783
4784 if (MovementAnimationsForLSL.TryGetValue(movementAnimation, out lslMovementAnimation))
4785 return lslMovementAnimation;
4374 } 4786 }
4375 } 4787 }
4376 4788
@@ -4517,7 +4929,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4517 { 4929 {
4518 float distance = (PusheePos - m_host.AbsolutePosition).Length(); 4930 float distance = (PusheePos - m_host.AbsolutePosition).Length();
4519 float distance_term = distance * distance * distance; // Script Energy 4931 float distance_term = distance * distance * distance; // Script Energy
4520 float pusher_mass = m_host.GetMass(); 4932 // use total object mass and not part
4933 float pusher_mass = m_host.ParentGroup.GetMass();
4521 4934
4522 float PUSH_ATTENUATION_DISTANCE = 17f; 4935 float PUSH_ATTENUATION_DISTANCE = 17f;
4523 float PUSH_ATTENUATION_SCALE = 5f; 4936 float PUSH_ATTENUATION_SCALE = 5f;
@@ -4767,6 +5180,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4767 { 5180 {
4768 return item.AssetID.ToString(); 5181 return item.AssetID.ToString();
4769 } 5182 }
5183 m_host.TaskInventory.LockItemsForRead(false);
4770 5184
4771 return UUID.Zero.ToString(); 5185 return UUID.Zero.ToString();
4772 } 5186 }
@@ -4900,7 +5314,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4900 public LSL_Vector llGetCenterOfMass() 5314 public LSL_Vector llGetCenterOfMass()
4901 { 5315 {
4902 m_host.AddScriptLPS(1); 5316 m_host.AddScriptLPS(1);
4903 Vector3 center = m_host.GetGeometricCenter(); 5317 Vector3 center = m_host.GetCenterOfMass();
4904 return new LSL_Vector(center.X,center.Y,center.Z); 5318 return new LSL_Vector(center.X,center.Y,center.Z);
4905 } 5319 }
4906 5320
@@ -4919,14 +5333,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4919 { 5333 {
4920 m_host.AddScriptLPS(1); 5334 m_host.AddScriptLPS(1);
4921 5335
4922 if (src == null) 5336 return src.Length;
4923 {
4924 return 0;
4925 }
4926 else
4927 {
4928 return src.Length;
4929 }
4930 } 5337 }
4931 5338
4932 public LSL_Integer llList2Integer(LSL_List src, int index) 5339 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4997,7 +5404,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4997 else if (src.Data[index] is LSL_Float) 5404 else if (src.Data[index] is LSL_Float)
4998 return Convert.ToDouble(((LSL_Float)src.Data[index]).value); 5405 return Convert.ToDouble(((LSL_Float)src.Data[index]).value);
4999 else if (src.Data[index] is LSL_String) 5406 else if (src.Data[index] is LSL_String)
5000 return Convert.ToDouble(((LSL_String)src.Data[index]).m_string); 5407 {
5408 string str = ((LSL_String) src.Data[index]).m_string;
5409 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5410 if (m != Match.Empty)
5411 {
5412 str = m.Value;
5413 double d = 0.0;
5414 if (!Double.TryParse(str, out d))
5415 return 0.0;
5416
5417 return d;
5418 }
5419 return 0.0;
5420 }
5001 return Convert.ToDouble(src.Data[index]); 5421 return Convert.ToDouble(src.Data[index]);
5002 } 5422 }
5003 catch (FormatException) 5423 catch (FormatException)
@@ -5039,7 +5459,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5039 // for completion and should LSL_Key ever be implemented 5459 // for completion and should LSL_Key ever be implemented
5040 // as it's own struct 5460 // as it's own struct
5041 else if (!(src.Data[index] is LSL_String || 5461 else if (!(src.Data[index] is LSL_String ||
5042 src.Data[index] is LSL_Key)) 5462 src.Data[index] is LSL_Key ||
5463 src.Data[index] is String))
5043 { 5464 {
5044 return ""; 5465 return "";
5045 } 5466 }
@@ -5297,7 +5718,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5297 } 5718 }
5298 } 5719 }
5299 } 5720 }
5300 else { 5721 else
5722 {
5301 object[] array = new object[src.Length]; 5723 object[] array = new object[src.Length];
5302 Array.Copy(src.Data, 0, array, 0, src.Length); 5724 Array.Copy(src.Data, 0, array, 0, src.Length);
5303 result = new LSL_List(array); 5725 result = new LSL_List(array);
@@ -5404,7 +5826,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5404 public LSL_Integer llGetRegionAgentCount() 5826 public LSL_Integer llGetRegionAgentCount()
5405 { 5827 {
5406 m_host.AddScriptLPS(1); 5828 m_host.AddScriptLPS(1);
5407 return new LSL_Integer(World.GetRootAgentCount()); 5829
5830 int count = 0;
5831 World.ForEachRootScenePresence(delegate(ScenePresence sp) {
5832 count++;
5833 });
5834
5835 return new LSL_Integer(count);
5408 } 5836 }
5409 5837
5410 public LSL_Vector llGetRegionCorner() 5838 public LSL_Vector llGetRegionCorner()
@@ -5645,6 +6073,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5645 flags |= ScriptBaseClass.AGENT_AWAY; 6073 flags |= ScriptBaseClass.AGENT_AWAY;
5646 } 6074 }
5647 6075
6076 UUID busy = new UUID("efcf670c-2d18-8128-973a-034ebc806b67");
6077 UUID[] anims = agent.Animator.GetAnimationArray();
6078 if (Array.Exists<UUID>(anims, a => { return a == busy; }))
6079 {
6080 flags |= ScriptBaseClass.AGENT_BUSY;
6081 }
6082
5648 // seems to get unset, even if in mouselook, when avatar is sitting on a prim??? 6083 // seems to get unset, even if in mouselook, when avatar is sitting on a prim???
5649 if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0) 6084 if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0)
5650 { 6085 {
@@ -5692,6 +6127,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5692 flags |= ScriptBaseClass.AGENT_SITTING; 6127 flags |= ScriptBaseClass.AGENT_SITTING;
5693 } 6128 }
5694 6129
6130 if (agent.Appearance.VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MALE] > 0)
6131 {
6132 flags |= ScriptBaseClass.AGENT_MALE;
6133 }
6134
5695 return flags; 6135 return flags;
5696 } 6136 }
5697 6137
@@ -5839,9 +6279,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5839 6279
5840 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6280 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5841 6281
5842 foreach (SceneObjectPart part in parts) 6282 try
6283 {
6284 foreach (SceneObjectPart part in parts)
6285 {
6286 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6287 }
6288 }
6289 finally
5843 { 6290 {
5844 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
5845 } 6291 }
5846 } 6292 }
5847 6293
@@ -5895,13 +6341,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5895 6341
5896 if (m_host.OwnerID == land.LandData.OwnerID) 6342 if (m_host.OwnerID == land.LandData.OwnerID)
5897 { 6343 {
5898 World.TeleportClientHome(agentID, presence.ControllingClient); 6344 Vector3 pos = World.GetNearestAllowedPosition(presence, land);
6345 presence.TeleportWithMomentum(pos, null);
6346 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
5899 } 6347 }
5900 } 6348 }
5901 } 6349 }
5902 ScriptSleep(5000); 6350 ScriptSleep(5000);
5903 } 6351 }
5904 6352
6353 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6354 {
6355 return ParseString2List(str, separators, in_spacers, false);
6356 }
6357
5905 public LSL_Integer llOverMyLand(string id) 6358 public LSL_Integer llOverMyLand(string id)
5906 { 6359 {
5907 m_host.AddScriptLPS(1); 6360 m_host.AddScriptLPS(1);
@@ -5955,25 +6408,55 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5955 } 6408 }
5956 else 6409 else
5957 { 6410 {
5958 agentSize = new LSL_Vector(0.45, 0.6, avatar.Appearance.AvatarHeight); 6411// agentSize = new LSL_Vector(0.45f, 0.6f, avatar.Appearance.AvatarHeight);
6412 Vector3 s = avatar.Appearance.AvatarSize;
6413 agentSize = new LSL_Vector(s.X, s.Y, s.Z);
5959 } 6414 }
5960 return agentSize; 6415 return agentSize;
5961 } 6416 }
5962 6417
5963 public LSL_Integer llSameGroup(string agent) 6418 public LSL_Integer llSameGroup(string id)
5964 { 6419 {
5965 m_host.AddScriptLPS(1); 6420 m_host.AddScriptLPS(1);
5966 UUID agentId = new UUID(); 6421 UUID uuid = new UUID();
5967 if (!UUID.TryParse(agent, out agentId)) 6422 if (!UUID.TryParse(id, out uuid))
5968 return new LSL_Integer(0); 6423 return new LSL_Integer(0);
5969 ScenePresence presence = World.GetScenePresence(agentId); 6424
5970 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6425 // Check if it's a group key
5971 return new LSL_Integer(0); 6426 if (uuid == m_host.ParentGroup.RootPart.GroupID)
5972 IClientAPI client = presence.ControllingClient;
5973 if (m_host.GroupID == client.ActiveGroupId)
5974 return new LSL_Integer(1); 6427 return new LSL_Integer(1);
5975 else 6428
6429 // We got passed a UUID.Zero
6430 if (uuid == UUID.Zero)
5976 return new LSL_Integer(0); 6431 return new LSL_Integer(0);
6432
6433 // Handle the case where id names an avatar
6434 ScenePresence presence = World.GetScenePresence(uuid);
6435 if (presence != null)
6436 {
6437 if (presence.IsChildAgent)
6438 return new LSL_Integer(0);
6439
6440 IClientAPI client = presence.ControllingClient;
6441 if (m_host.ParentGroup.RootPart.GroupID == client.ActiveGroupId)
6442 return new LSL_Integer(1);
6443
6444 return new LSL_Integer(0);
6445 }
6446
6447 // Handle object case
6448 SceneObjectPart part = World.GetSceneObjectPart(uuid);
6449 if (part != null)
6450 {
6451 // This will handle both deed and non-deed and also the no
6452 // group case
6453 if (part.ParentGroup.RootPart.GroupID == m_host.ParentGroup.RootPart.GroupID)
6454 return new LSL_Integer(1);
6455
6456 return new LSL_Integer(0);
6457 }
6458
6459 return new LSL_Integer(0);
5977 } 6460 }
5978 6461
5979 public void llUnSit(string id) 6462 public void llUnSit(string id)
@@ -6098,7 +6581,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6098 return m_host.ParentGroup.AttachmentPoint; 6581 return m_host.ParentGroup.AttachmentPoint;
6099 } 6582 }
6100 6583
6101 public LSL_Integer llGetFreeMemory() 6584 public virtual LSL_Integer llGetFreeMemory()
6102 { 6585 {
6103 m_host.AddScriptLPS(1); 6586 m_host.AddScriptLPS(1);
6104 // Make scripts designed for LSO happy 6587 // Make scripts designed for LSO happy
@@ -6530,6 +7013,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6530 7013
6531 protected void SitTarget(SceneObjectPart part, LSL_Vector offset, LSL_Rotation rot) 7014 protected void SitTarget(SceneObjectPart part, LSL_Vector offset, LSL_Rotation rot)
6532 { 7015 {
7016 // LSL quaternions can normalize to 0, normal Quaternions can't.
7017 if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0)
7018 rot.s = 1; // ZERO_ROTATION = 0,0,0,1
7019
6533 part.SitTargetPosition = offset; 7020 part.SitTargetPosition = offset;
6534 part.SitTargetOrientation = rot; 7021 part.SitTargetOrientation = rot;
6535 part.ParentGroup.HasGroupChanged = true; 7022 part.ParentGroup.HasGroupChanged = true;
@@ -6715,13 +7202,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6715 UUID av = new UUID(); 7202 UUID av = new UUID();
6716 if (!UUID.TryParse(avatar,out av)) 7203 if (!UUID.TryParse(avatar,out av))
6717 { 7204 {
6718 LSLError("First parameter to llDialog needs to be a key"); 7205 //LSLError("First parameter to llDialog needs to be a key");
6719 return; 7206 return;
6720 } 7207 }
6721 if (buttons.Length < 1) 7208 if (buttons.Length < 1)
6722 { 7209 {
6723 LSLError("No less than 1 button can be shown"); 7210 buttons.Add("OK");
6724 return;
6725 } 7211 }
6726 if (buttons.Length > 12) 7212 if (buttons.Length > 12)
6727 { 7213 {
@@ -6738,7 +7224,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6738 } 7224 }
6739 if (buttons.Data[i].ToString().Length > 24) 7225 if (buttons.Data[i].ToString().Length > 24)
6740 { 7226 {
6741 LSLError("button label cannot be longer than 24 characters"); 7227 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6742 return; 7228 return;
6743 } 7229 }
6744 buts[i] = buttons.Data[i].ToString(); 7230 buts[i] = buttons.Data[i].ToString();
@@ -6805,9 +7291,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6805 return; 7291 return;
6806 } 7292 }
6807 7293
6808 // the rest of the permission checks are done in RezScript, so check the pin there as well 7294 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6809 World.RezScriptFromPrim(item.ItemID, m_host, destId, pin, running, start_param); 7295 if (dest != null)
7296 {
7297 if ((item.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7298 {
7299 // the rest of the permission checks are done in RezScript, so check the pin there as well
7300 World.RezScriptFromPrim(item.ItemID, m_host, destId, pin, running, start_param);
6810 7301
7302 if ((item.BasePermissions & (uint)PermissionMask.Copy) == 0)
7303 m_host.Inventory.RemoveInventoryItem(item.ItemID);
7304 }
7305 }
6811 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7306 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6812 ScriptSleep(3000); 7307 ScriptSleep(3000);
6813 } 7308 }
@@ -6877,19 +7372,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6877 public LSL_String llMD5String(string src, int nonce) 7372 public LSL_String llMD5String(string src, int nonce)
6878 { 7373 {
6879 m_host.AddScriptLPS(1); 7374 m_host.AddScriptLPS(1);
6880 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7375 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6881 } 7376 }
6882 7377
6883 public LSL_String llSHA1String(string src) 7378 public LSL_String llSHA1String(string src)
6884 { 7379 {
6885 m_host.AddScriptLPS(1); 7380 m_host.AddScriptLPS(1);
6886 return Util.SHA1Hash(src).ToLower(); 7381 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6887 } 7382 }
6888 7383
6889 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7384 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6890 { 7385 {
6891 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7386 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6892 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7387 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7388 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7389 return shapeBlock;
6893 7390
6894 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7391 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6895 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7392 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6994,6 +7491,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6994 // Prim type box, cylinder and prism. 7491 // Prim type box, cylinder and prism.
6995 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve) 7492 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve)
6996 { 7493 {
7494 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7495 return;
7496
6997 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7497 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6998 ObjectShapePacket.ObjectDataBlock shapeBlock; 7498 ObjectShapePacket.ObjectDataBlock shapeBlock;
6999 7499
@@ -7047,6 +7547,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7047 // Prim type sphere. 7547 // Prim type sphere.
7048 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7548 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
7049 { 7549 {
7550 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7551 return;
7552
7050 ObjectShapePacket.ObjectDataBlock shapeBlock; 7553 ObjectShapePacket.ObjectDataBlock shapeBlock;
7051 7554
7052 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7555 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -7088,6 +7591,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7088 // Prim type torus, tube and ring. 7591 // Prim type torus, tube and ring.
7089 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte profileshape, byte pathcurve) 7592 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte profileshape, byte pathcurve)
7090 { 7593 {
7594 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7595 return;
7596
7091 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7597 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
7092 ObjectShapePacket.ObjectDataBlock shapeBlock; 7598 ObjectShapePacket.ObjectDataBlock shapeBlock;
7093 7599
@@ -7223,6 +7729,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7223 // Prim type sculpt. 7729 // Prim type sculpt.
7224 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7730 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
7225 { 7731 {
7732 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7733 return;
7734
7226 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7735 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7227 UUID sculptId; 7736 UUID sculptId;
7228 7737
@@ -7247,7 +7756,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7247 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag)) 7756 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag))
7248 { 7757 {
7249 // default 7758 // default
7250 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7759 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7251 } 7760 }
7252 7761
7253 part.Shape.SetSculptProperties((byte)type, sculptId); 7762 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7264,48 +7773,132 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7264 ScriptSleep(200); 7773 ScriptSleep(200);
7265 } 7774 }
7266 7775
7267 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7776 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7268 { 7777 {
7269 m_host.AddScriptLPS(1); 7778 m_host.AddScriptLPS(1);
7270 7779
7271 setLinkPrimParams(linknumber, rules, "llSetLinkPrimitiveParams"); 7780 setLinkPrimParams(linknumber, rules, "llSetLinkPrimitiveParamsFast");
7272 7781
7273 ScriptSleep(200); 7782 ScriptSleep(200);
7274 } 7783 }
7275 7784
7276 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7785 private void setLinkPrimParams(int linknumber, LSL_List rules, string originFunc)
7277 { 7786 {
7278 m_host.AddScriptLPS(1); 7787 List<object> parts = new List<object>();
7788 List<SceneObjectPart> prims = GetLinkParts(linknumber);
7789 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7790 foreach (SceneObjectPart p in prims)
7791 parts.Add(p);
7792 foreach (ScenePresence p in avatars)
7793 parts.Add(p);
7279 7794
7280 setLinkPrimParams(linknumber, rules, "llSetLinkPrimitiveParamsFast"); 7795 LSL_List remaining = null;
7796 uint rulesParsed = 0;
7797
7798 if (parts.Count > 0)
7799 {
7800 foreach (object part in parts)
7801 {
7802 if (part is SceneObjectPart)
7803 remaining = SetPrimParams((SceneObjectPart)part, rules, originFunc, ref rulesParsed);
7804 else
7805 remaining = SetPrimParams((ScenePresence)part, rules, originFunc, ref rulesParsed);
7806 }
7807
7808 while ((object)remaining != null && remaining.Length > 2)
7809 {
7810 linknumber = remaining.GetLSLIntegerItem(0);
7811 rules = remaining.GetSublist(1, -1);
7812 parts.Clear();
7813 prims = GetLinkParts(linknumber);
7814 avatars = GetLinkAvatars(linknumber);
7815 foreach (SceneObjectPart p in prims)
7816 parts.Add(p);
7817 foreach (ScenePresence p in avatars)
7818 parts.Add(p);
7819
7820 remaining = null;
7821 foreach (object part in parts)
7822 {
7823 if (part is SceneObjectPart)
7824 remaining = SetPrimParams((SceneObjectPart)part, rules, originFunc, ref rulesParsed);
7825 else
7826 remaining = SetPrimParams((ScenePresence)part, rules, originFunc, ref rulesParsed);
7827 }
7828 }
7829 }
7281 } 7830 }
7282 7831
7283 protected void setLinkPrimParams(int linknumber, LSL_List rules, string originFunc) 7832 private void SetPhysicsMaterial(SceneObjectPart part, int material_bits,
7833 float material_density, float material_friction,
7834 float material_restitution, float material_gravity_modifier)
7284 { 7835 {
7285 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7836 ExtraPhysicsData physdata = new ExtraPhysicsData();
7837 physdata.PhysShapeType = (PhysShapeType)part.PhysicsShapeType;
7838 physdata.Density = part.Density;
7839 physdata.Friction = part.Friction;
7840 physdata.Bounce = part.Bounciness;
7841 physdata.GravitationModifier = part.GravityModifier;
7286 7842
7287 LSL_List remaining = null; 7843 if ((material_bits & (int)ScriptBaseClass.DENSITY) != 0)
7288 uint rulesParsed = 0; 7844 physdata.Density = material_density;
7845 if ((material_bits & (int)ScriptBaseClass.FRICTION) != 0)
7846 physdata.Friction = material_friction;
7847 if ((material_bits & (int)ScriptBaseClass.RESTITUTION) != 0)
7848 physdata.Bounce = material_restitution;
7849 if ((material_bits & (int)ScriptBaseClass.GRAVITY_MULTIPLIER) != 0)
7850 physdata.GravitationModifier = material_gravity_modifier;
7289 7851
7290 foreach (SceneObjectPart part in parts) 7852 part.UpdateExtraPhysics(physdata);
7291 remaining = SetPrimParams(part, rules, originFunc, ref rulesParsed); 7853 }
7292 7854
7293 while (remaining != null && remaining.Length > 2) 7855 public void llSetPhysicsMaterial(int material_bits,
7294 { 7856 float material_gravity_modifier, float material_restitution,
7295 linknumber = remaining.GetLSLIntegerItem(0); 7857 float material_friction, float material_density)
7296 rules = remaining.GetSublist(1, -1); 7858 {
7297 parts = GetLinkParts(linknumber); 7859 SetPhysicsMaterial(m_host, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
7860 }
7298 7861
7299 foreach (SceneObjectPart part in parts) 7862 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7300 remaining = SetPrimParams(part, rules, originFunc, ref rulesParsed); 7863 {
7864 setLinkPrimParams(linknumber, rules, "llSetLinkPrimitiveParams");
7865 llSetLinkPrimitiveParamsFast(linknumber, rules);
7866 ScriptSleep(200);
7867 }
7868
7869 // vector up using libomv (c&p from sop )
7870 // vector up rotated by r
7871 private Vector3 Zrot(Quaternion r)
7872 {
7873 double x, y, z, m;
7874
7875 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
7876 if (Math.Abs(1.0 - m) > 0.000001)
7877 {
7878 m = 1.0 / Math.Sqrt(m);
7879 r.X *= (float)m;
7880 r.Y *= (float)m;
7881 r.Z *= (float)m;
7882 r.W *= (float)m;
7301 } 7883 }
7884
7885 x = 2 * (r.X * r.Z + r.Y * r.W);
7886 y = 2 * (-r.X * r.W + r.Y * r.Z);
7887 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
7888
7889 return new Vector3((float)x, (float)y, (float)z);
7302 } 7890 }
7303 7891
7304 protected LSL_List SetPrimParams(SceneObjectPart part, LSL_List rules, string originFunc, ref uint rulesParsed) 7892 protected LSL_List SetPrimParams(SceneObjectPart part, LSL_List rules, string originFunc, ref uint rulesParsed)
7305 { 7893 {
7894 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7895 return null;
7896
7306 int idx = 0; 7897 int idx = 0;
7307 int idxStart = 0; 7898 int idxStart = 0;
7308 7899
7900 SceneObjectGroup parentgrp = part.ParentGroup;
7901
7309 bool positionChanged = false; 7902 bool positionChanged = false;
7310 LSL_Vector currentPosition = GetPartLocalPos(part); 7903 LSL_Vector currentPosition = GetPartLocalPos(part);
7311 7904
@@ -7330,8 +7923,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7330 return null; 7923 return null;
7331 7924
7332 v=rules.GetVector3Item(idx++); 7925 v=rules.GetVector3Item(idx++);
7333 positionChanged = true;
7334 currentPosition = GetSetPosTarget(part, v, currentPosition); 7926 currentPosition = GetSetPosTarget(part, v, currentPosition);
7927 positionChanged = true;
7335 7928
7336 break; 7929 break;
7337 case (int)ScriptBaseClass.PRIM_SIZE: 7930 case (int)ScriptBaseClass.PRIM_SIZE:
@@ -7348,7 +7941,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7348 7941
7349 LSL_Rotation q = rules.GetQuaternionItem(idx++); 7942 LSL_Rotation q = rules.GetQuaternionItem(idx++);
7350 // try to let this work as in SL... 7943 // try to let this work as in SL...
7351 if (part.ParentID == 0) 7944 if (part.ParentID == 0 || (part.ParentGroup != null && part == part.ParentGroup.RootPart))
7352 { 7945 {
7353 // special case: If we are root, rotate complete SOG to new rotation 7946 // special case: If we are root, rotate complete SOG to new rotation
7354 SetRot(part, q); 7947 SetRot(part, q);
@@ -7608,7 +8201,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7608 return null; 8201 return null;
7609 8202
7610 string ph = rules.Data[idx++].ToString(); 8203 string ph = rules.Data[idx++].ToString();
7611 m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1")); 8204 parentgrp.ScriptSetPhantomStatus(ph.Equals("1"));
7612 8205
7613 break; 8206 break;
7614 8207
@@ -7626,12 +8219,42 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7626 part.ScriptSetPhysicsStatus(physics); 8219 part.ScriptSetPhysicsStatus(physics);
7627 break; 8220 break;
7628 8221
8222 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
8223 if (remain < 1)
8224 return null;
8225
8226 int shape_type = rules.GetLSLIntegerItem(idx++);
8227
8228 ExtraPhysicsData physdata = new ExtraPhysicsData();
8229 physdata.Density = part.Density;
8230 physdata.Bounce = part.Bounciness;
8231 physdata.GravitationModifier = part.GravityModifier;
8232 physdata.PhysShapeType = (PhysShapeType)shape_type;
8233
8234 part.UpdateExtraPhysics(physdata);
8235
8236 break;
8237
8238 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
8239 if (remain < 5)
8240 return null;
8241
8242 int material_bits = rules.GetLSLIntegerItem(idx++);
8243 float material_density = (float)rules.GetLSLFloatItem(idx++);
8244 float material_friction = (float)rules.GetLSLFloatItem(idx++);
8245 float material_restitution = (float)rules.GetLSLFloatItem(idx++);
8246 float material_gravity_modifier = (float)rules.GetLSLFloatItem(idx++);
8247
8248 SetPhysicsMaterial(part, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
8249
8250 break;
8251
7629 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: 8252 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7630 if (remain < 1) 8253 if (remain < 1)
7631 return null; 8254 return null;
7632 string temp = rules.Data[idx++].ToString(); 8255 string temp = rules.Data[idx++].ToString();
7633 8256
7634 m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1")); 8257 parentgrp.ScriptSetTemporaryStatus(temp.Equals("1"));
7635 8258
7636 break; 8259 break;
7637 8260
@@ -7705,7 +8328,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7705 if (part.ParentGroup.RootPart == part) 8328 if (part.ParentGroup.RootPart == part)
7706 { 8329 {
7707 SceneObjectGroup parent = part.ParentGroup; 8330 SceneObjectGroup parent = part.ParentGroup;
7708 parent.UpdateGroupPosition(currentPosition); 8331 Util.FireAndForget(delegate(object x) {
8332 parent.UpdateGroupPosition(currentPosition);
8333 });
7709 } 8334 }
7710 else 8335 else
7711 { 8336 {
@@ -7750,10 +8375,91 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7750 8375
7751 public LSL_String llXorBase64Strings(string str1, string str2) 8376 public LSL_String llXorBase64Strings(string str1, string str2)
7752 { 8377 {
7753 m_host.AddScriptLPS(1); 8378 string b64 = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
7754 Deprecated("llXorBase64Strings"); 8379
7755 ScriptSleep(300); 8380 ScriptSleep(300);
7756 return String.Empty; 8381 m_host.AddScriptLPS(1);
8382
8383 if (str1 == String.Empty)
8384 return String.Empty;
8385 if (str2 == String.Empty)
8386 return str1;
8387
8388 int len = str2.Length;
8389 if ((len % 4) != 0) // LL is EVIL!!!!
8390 {
8391 while (str2.EndsWith("="))
8392 str2 = str2.Substring(0, str2.Length - 1);
8393
8394 len = str2.Length;
8395 int mod = len % 4;
8396
8397 if (mod == 1)
8398 str2 = str2.Substring(0, str2.Length - 1);
8399 else if (mod == 2)
8400 str2 += "==";
8401 else if (mod == 3)
8402 str2 += "=";
8403 }
8404
8405 byte[] data1;
8406 byte[] data2;
8407 try
8408 {
8409 data1 = Convert.FromBase64String(str1);
8410 data2 = Convert.FromBase64String(str2);
8411 }
8412 catch (Exception)
8413 {
8414 return new LSL_String(String.Empty);
8415 }
8416
8417 // For cases where the decoded length of s2 is greater
8418 // than the decoded length of s1, simply perform a normal
8419 // decode and XOR
8420 //
8421 if (data2.Length >= data1.Length)
8422 {
8423 for (int pos = 0 ; pos < data1.Length ; pos++ )
8424 data1[pos] ^= data2[pos];
8425
8426 return Convert.ToBase64String(data1);
8427 }
8428
8429 // Remove padding
8430 while (str1.EndsWith("="))
8431 str1 = str1.Substring(0, str1.Length - 1);
8432 while (str2.EndsWith("="))
8433 str2 = str2.Substring(0, str2.Length - 1);
8434
8435 byte[] d1 = new byte[str1.Length];
8436 byte[] d2 = new byte[str2.Length];
8437
8438 for (int i = 0 ; i < str1.Length ; i++)
8439 {
8440 int idx = b64.IndexOf(str1.Substring(i, 1));
8441 if (idx == -1)
8442 idx = 0;
8443 d1[i] = (byte)idx;
8444 }
8445
8446 for (int i = 0 ; i < str2.Length ; i++)
8447 {
8448 int idx = b64.IndexOf(str2.Substring(i, 1));
8449 if (idx == -1)
8450 idx = 0;
8451 d2[i] = (byte)idx;
8452 }
8453
8454 string output = String.Empty;
8455
8456 for (int pos = 0 ; pos < d1.Length ; pos++)
8457 output += b64[d1[pos] ^ d2[pos % d2.Length]];
8458
8459 while (output.Length % 3 > 0)
8460 output += "=";
8461
8462 return output;
7757 } 8463 }
7758 8464
7759 public void llRemoteDataSetRegion() 8465 public void llRemoteDataSetRegion()
@@ -7877,8 +8583,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7877 public LSL_Integer llGetNumberOfPrims() 8583 public LSL_Integer llGetNumberOfPrims()
7878 { 8584 {
7879 m_host.AddScriptLPS(1); 8585 m_host.AddScriptLPS(1);
7880 8586 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7881 return m_host.ParentGroup.PrimCount + m_host.ParentGroup.GetSittingAvatarsCount(); 8587
8588 return m_host.ParentGroup.PrimCount + avatarCount;
7882 } 8589 }
7883 8590
7884 /// <summary> 8591 /// <summary>
@@ -7893,55 +8600,114 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7893 m_host.AddScriptLPS(1); 8600 m_host.AddScriptLPS(1);
7894 UUID objID = UUID.Zero; 8601 UUID objID = UUID.Zero;
7895 LSL_List result = new LSL_List(); 8602 LSL_List result = new LSL_List();
8603
8604 // If the ID is not valid, return null result
7896 if (!UUID.TryParse(obj, out objID)) 8605 if (!UUID.TryParse(obj, out objID))
7897 { 8606 {
7898 result.Add(new LSL_Vector()); 8607 result.Add(new LSL_Vector());
7899 result.Add(new LSL_Vector()); 8608 result.Add(new LSL_Vector());
7900 return result; 8609 return result;
7901 } 8610 }
8611
8612 // Check if this is an attached prim. If so, replace
8613 // the UUID with the avatar UUID and report it's bounding box
8614 SceneObjectPart part = World.GetSceneObjectPart(objID);
8615 if (part != null && part.ParentGroup.IsAttachment)
8616 objID = part.ParentGroup.AttachedAvatar;
8617
8618 // Find out if this is an avatar ID. If so, return it's box
7902 ScenePresence presence = World.GetScenePresence(objID); 8619 ScenePresence presence = World.GetScenePresence(objID);
7903 if (presence != null) 8620 if (presence != null)
7904 { 8621 {
7905 if (presence.ParentID == 0) // not sat on an object 8622 // As per LSL Wiki, there is no difference between sitting
8623 // and standing avatar since server 1.36
8624 LSL_Vector lower;
8625 LSL_Vector upper;
8626
8627 Vector3 box = presence.Appearance.AvatarBoxSize * 0.5f;
8628
8629 if (presence.Animator.Animations.ImplicitDefaultAnimation.AnimID
8630 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
8631/*
7906 { 8632 {
7907 LSL_Vector lower; 8633 // This is for ground sitting avatars
7908 LSL_Vector upper; 8634 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7909 if (presence.Animator.Animations.ImplicitDefaultAnimation.AnimID 8635 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7910 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8636 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7911 { 8637 }
7912 // This is for ground sitting avatars 8638 else
7913 float height = presence.Appearance.AvatarHeight / 2.66666667f; 8639 {
7914 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f); 8640 // This is for standing/flying avatars
7915 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f); 8641 float height = presence.Appearance.AvatarHeight / 2.0f;
7916 } 8642 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7917 else 8643 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7918 { 8644 }
7919 // This is for standing/flying avatars 8645
7920 float height = presence.Appearance.AvatarHeight / 2.0f; 8646 // Adjust to the documented error offsets (see LSL Wiki)
7921 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f); 8647 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
7922 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f); 8648 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
7923 } 8649*/
7924 result.Add(lower); 8650 {
7925 result.Add(upper); 8651 // This is for ground sitting avatars TODO!
7926 return result; 8652 lower = new LSL_Vector(-box.X - 0.1125, -box.Y, box.Z * -1.0f);
8653 upper = new LSL_Vector(box.X + 0.1125, box.Y, box.Z * -1.0f);
7927 } 8654 }
7928 else 8655 else
7929 { 8656 {
7930 // sitting on an object so we need the bounding box of that 8657 // This is for standing/flying avatars
7931 // which should include the avatar so set the UUID to the 8658 lower = new LSL_Vector(-box.X, -box.Y, -box.Z);
7932 // UUID of the object the avatar is sat on and allow it to fall through 8659 upper = new LSL_Vector(box.X, box.Y, box.Z);
7933 // to processing an object
7934 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7935 objID = p.UUID;
7936 } 8660 }
8661
8662 if (lower.x > upper.x)
8663 lower.x = upper.x;
8664 if (lower.y > upper.y)
8665 lower.y = upper.y;
8666 if (lower.z > upper.z)
8667 lower.z = upper.z;
8668
8669 result.Add(lower);
8670 result.Add(upper);
8671 return result;
7937 } 8672 }
7938 SceneObjectPart part = World.GetSceneObjectPart(objID); 8673
8674 part = World.GetSceneObjectPart(objID);
7939 // Currently only works for single prims without a sitting avatar 8675 // Currently only works for single prims without a sitting avatar
7940 if (part != null) 8676 if (part != null)
7941 { 8677 {
7942 Vector3 halfSize = part.Scale / 2.0f; 8678 float minX;
7943 LSL_Vector lower = (new LSL_Vector(halfSize)) * -1.0f; 8679 float maxX;
7944 LSL_Vector upper = new LSL_Vector(halfSize); 8680 float minY;
8681 float maxY;
8682 float minZ;
8683 float maxZ;
8684
8685 // This BBox is in sim coordinates, with the offset being
8686 // a contained point.
8687 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8688 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8689
8690 minX -= offsets[0].X;
8691 maxX -= offsets[0].X;
8692 minY -= offsets[0].Y;
8693 maxY -= offsets[0].Y;
8694 minZ -= offsets[0].Z;
8695 maxZ -= offsets[0].Z;
8696
8697 LSL_Vector lower;
8698 LSL_Vector upper;
8699
8700 // Adjust to the documented error offsets (see LSL Wiki)
8701 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8702 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8703
8704 if (lower.x > upper.x)
8705 lower.x = upper.x;
8706 if (lower.y > upper.y)
8707 lower.y = upper.y;
8708 if (lower.z > upper.z)
8709 lower.z = upper.z;
8710
7945 result.Add(lower); 8711 result.Add(lower);
7946 result.Add(upper); 8712 result.Add(upper);
7947 return result; 8713 return result;
@@ -7955,7 +8721,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7955 8721
7956 public LSL_Vector llGetGeometricCenter() 8722 public LSL_Vector llGetGeometricCenter()
7957 { 8723 {
7958 return new LSL_Vector(m_host.GetGeometricCenter().X, m_host.GetGeometricCenter().Y, m_host.GetGeometricCenter().Z); 8724 Vector3 tmp = m_host.GetGeometricCenter();
8725 return new LSL_Vector(tmp.X, tmp.Y, tmp.Z);
7959 } 8726 }
7960 8727
7961 public LSL_List llGetPrimitiveParams(LSL_List rules) 8728 public LSL_List llGetPrimitiveParams(LSL_List rules)
@@ -7966,7 +8733,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7966 8733
7967 LSL_List remaining = GetPrimParams(m_host, rules, ref result); 8734 LSL_List remaining = GetPrimParams(m_host, rules, ref result);
7968 8735
7969 while (remaining != null && remaining.Length > 2) 8736 while ((object)remaining != null && remaining.Length > 2)
7970 { 8737 {
7971 int linknumber = remaining.GetLSLIntegerItem(0); 8738 int linknumber = remaining.GetLSLIntegerItem(0);
7972 rules = remaining.GetSublist(1, -1); 8739 rules = remaining.GetSublist(1, -1);
@@ -7983,24 +8750,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7983 { 8750 {
7984 m_host.AddScriptLPS(1); 8751 m_host.AddScriptLPS(1);
7985 8752
7986 List<SceneObjectPart> parts = GetLinkParts(linknumber); 8753 // acording to SL wiki this must indicate a single link number or link_root or link_this.
8754 // keep other options as before
7987 8755
8756 List<SceneObjectPart> parts;
8757 List<ScenePresence> avatars;
8758
7988 LSL_List res = new LSL_List(); 8759 LSL_List res = new LSL_List();
7989 LSL_List remaining = null; 8760 LSL_List remaining = null;
7990 8761
7991 foreach (SceneObjectPart part in parts) 8762 while (rules.Length > 0)
7992 { 8763 {
7993 remaining = GetPrimParams(part, rules, ref res);
7994 }
7995
7996 while (remaining != null && remaining.Length > 2)
7997 {
7998 linknumber = remaining.GetLSLIntegerItem(0);
7999 rules = remaining.GetSublist(1, -1);
8000 parts = GetLinkParts(linknumber); 8764 parts = GetLinkParts(linknumber);
8765 avatars = GetLinkAvatars(linknumber);
8001 8766
8767 remaining = null;
8002 foreach (SceneObjectPart part in parts) 8768 foreach (SceneObjectPart part in parts)
8769 {
8003 remaining = GetPrimParams(part, rules, ref res); 8770 remaining = GetPrimParams(part, rules, ref res);
8771 }
8772 foreach (ScenePresence avatar in avatars)
8773 {
8774 remaining = GetPrimParams(avatar, rules, ref res);
8775 }
8776
8777 if ((object)remaining != null && remaining.Length > 0)
8778 {
8779 linknumber = remaining.GetLSLIntegerItem(0);
8780 rules = remaining.GetSublist(1, -1);
8781 }
8782 else
8783 break;
8004 } 8784 }
8005 8785
8006 return res; 8786 return res;
@@ -8045,13 +8825,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8045 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8825 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
8046 part.AbsolutePosition.Y, 8826 part.AbsolutePosition.Y,
8047 part.AbsolutePosition.Z); 8827 part.AbsolutePosition.Z);
8048 // For some reason, the part.AbsolutePosition.* values do not change if the
8049 // linkset is rotated; they always reflect the child prim's world position
8050 // as though the linkset is unrotated. This is incompatible behavior with SL's
8051 // implementation, so will break scripts imported from there (not to mention it
8052 // makes it more difficult to determine a child prim's actual inworld position).
8053 if (part.ParentID != 0)
8054 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
8055 res.Add(v); 8828 res.Add(v);
8056 break; 8829 break;
8057 8830
@@ -8223,30 +8996,56 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8223 if (remain < 1) 8996 if (remain < 1)
8224 return null; 8997 return null;
8225 8998
8226 face=(int)rules.GetLSLIntegerItem(idx++); 8999 face = (int)rules.GetLSLIntegerItem(idx++);
8227 9000
8228 tex = part.Shape.Textures; 9001 tex = part.Shape.Textures;
9002 int shiny;
8229 if (face == ScriptBaseClass.ALL_SIDES) 9003 if (face == ScriptBaseClass.ALL_SIDES)
8230 { 9004 {
8231 for (face = 0; face < GetNumberOfSides(part); face++) 9005 for (face = 0; face < GetNumberOfSides(part); face++)
8232 { 9006 {
8233 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9007 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8234 // Convert Shininess to PRIM_SHINY_* 9008 if (shinyness == Shininess.High)
8235 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 9009 {
8236 // PRIM_BUMP_* 9010 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8237 res.Add(new LSL_Integer((int)texface.Bump)); 9011 }
9012 else if (shinyness == Shininess.Medium)
9013 {
9014 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
9015 }
9016 else if (shinyness == Shininess.Low)
9017 {
9018 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
9019 }
9020 else
9021 {
9022 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
9023 }
9024 res.Add(new LSL_Integer(shiny));
9025 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8238 } 9026 }
8239 } 9027 }
8240 else 9028 else
8241 { 9029 {
8242 if (face >= 0 && face < GetNumberOfSides(part)) 9030 Shininess shinyness = tex.GetFace((uint)face).Shiny;
9031 if (shinyness == Shininess.High)
8243 { 9032 {
8244 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9033 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8245 // Convert Shininess to PRIM_SHINY_* 9034 }
8246 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 9035 else if (shinyness == Shininess.Medium)
8247 // PRIM_BUMP_* 9036 {
8248 res.Add(new LSL_Integer((int)texface.Bump)); 9037 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
9038 }
9039 else if (shinyness == Shininess.Low)
9040 {
9041 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
9042 }
9043 else
9044 {
9045 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8249 } 9046 }
9047 res.Add(new LSL_Integer(shiny));
9048 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8250 } 9049 }
8251 break; 9050 break;
8252 9051
@@ -8254,24 +9053,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8254 if (remain < 1) 9053 if (remain < 1)
8255 return null; 9054 return null;
8256 9055
8257 face=(int)rules.GetLSLIntegerItem(idx++); 9056 face = (int)rules.GetLSLIntegerItem(idx++);
8258 9057
8259 tex = part.Shape.Textures; 9058 tex = part.Shape.Textures;
9059 int fullbright;
8260 if (face == ScriptBaseClass.ALL_SIDES) 9060 if (face == ScriptBaseClass.ALL_SIDES)
8261 { 9061 {
8262 for (face = 0; face < GetNumberOfSides(part); face++) 9062 for (face = 0; face < GetNumberOfSides(part); face++)
8263 { 9063 {
8264 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9064 if (tex.GetFace((uint)face).Fullbright == true)
8265 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 9065 {
9066 fullbright = ScriptBaseClass.TRUE;
9067 }
9068 else
9069 {
9070 fullbright = ScriptBaseClass.FALSE;
9071 }
9072 res.Add(new LSL_Integer(fullbright));
8266 } 9073 }
8267 } 9074 }
8268 else 9075 else
8269 { 9076 {
8270 if (face >= 0 && face < GetNumberOfSides(part)) 9077 if (tex.GetFace((uint)face).Fullbright == true)
8271 { 9078 {
8272 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9079 fullbright = ScriptBaseClass.TRUE;
8273 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 9080 }
9081 else
9082 {
9083 fullbright = ScriptBaseClass.FALSE;
8274 } 9084 }
9085 res.Add(new LSL_Integer(fullbright));
8275 } 9086 }
8276 break; 9087 break;
8277 9088
@@ -8293,27 +9104,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8293 break; 9104 break;
8294 9105
8295 case (int)ScriptBaseClass.PRIM_TEXGEN: 9106 case (int)ScriptBaseClass.PRIM_TEXGEN:
9107 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8296 if (remain < 1) 9108 if (remain < 1)
8297 return null; 9109 return null;
8298 9110
8299 face=(int)rules.GetLSLIntegerItem(idx++); 9111 face = (int)rules.GetLSLIntegerItem(idx++);
8300 9112
8301 tex = part.Shape.Textures; 9113 tex = part.Shape.Textures;
8302 if (face == ScriptBaseClass.ALL_SIDES) 9114 if (face == ScriptBaseClass.ALL_SIDES)
8303 { 9115 {
8304 for (face = 0; face < GetNumberOfSides(part); face++) 9116 for (face = 0; face < GetNumberOfSides(part); face++)
8305 { 9117 {
8306 MappingType texgen = tex.GetFace((uint)face).TexMapType; 9118 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8307 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 9119 {
8308 res.Add(new LSL_Integer((uint)texgen >> 1)); 9120 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
9121 }
9122 else
9123 {
9124 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
9125 }
8309 } 9126 }
8310 } 9127 }
8311 else 9128 else
8312 { 9129 {
8313 if (face >= 0 && face < GetNumberOfSides(part)) 9130 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
9131 {
9132 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
9133 }
9134 else
8314 { 9135 {
8315 MappingType texgen = tex.GetFace((uint)face).TexMapType; 9136 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8316 res.Add(new LSL_Integer((uint)texgen >> 1));
8317 } 9137 }
8318 } 9138 }
8319 break; 9139 break;
@@ -8337,24 +9157,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8337 if (remain < 1) 9157 if (remain < 1)
8338 return null; 9158 return null;
8339 9159
8340 face=(int)rules.GetLSLIntegerItem(idx++); 9160 face = (int)rules.GetLSLIntegerItem(idx++);
8341 9161
8342 tex = part.Shape.Textures; 9162 tex = part.Shape.Textures;
9163 float primglow;
8343 if (face == ScriptBaseClass.ALL_SIDES) 9164 if (face == ScriptBaseClass.ALL_SIDES)
8344 { 9165 {
8345 for (face = 0; face < GetNumberOfSides(part); face++) 9166 for (face = 0; face < GetNumberOfSides(part); face++)
8346 { 9167 {
8347 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9168 primglow = tex.GetFace((uint)face).Glow;
8348 res.Add(new LSL_Float(texface.Glow)); 9169 res.Add(new LSL_Float(primglow));
8349 } 9170 }
8350 } 9171 }
8351 else 9172 else
8352 { 9173 {
8353 if (face >= 0 && face < GetNumberOfSides(part)) 9174 primglow = tex.GetFace((uint)face).Glow;
8354 { 9175 res.Add(new LSL_Float(primglow));
8355 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8356 res.Add(new LSL_Float(texface.Glow));
8357 }
8358 } 9176 }
8359 break; 9177 break;
8360 9178
@@ -8366,15 +9184,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8366 textColor.B)); 9184 textColor.B));
8367 res.Add(new LSL_Float(textColor.A)); 9185 res.Add(new LSL_Float(textColor.A));
8368 break; 9186 break;
9187
8369 case (int)ScriptBaseClass.PRIM_NAME: 9188 case (int)ScriptBaseClass.PRIM_NAME:
8370 res.Add(new LSL_String(part.Name)); 9189 res.Add(new LSL_String(part.Name));
8371 break; 9190 break;
9191
8372 case (int)ScriptBaseClass.PRIM_DESC: 9192 case (int)ScriptBaseClass.PRIM_DESC:
8373 res.Add(new LSL_String(part.Description)); 9193 res.Add(new LSL_String(part.Description));
8374 break; 9194 break;
9195
8375 case (int)ScriptBaseClass.PRIM_ROT_LOCAL: 9196 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
8376 res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W)); 9197 res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W));
8377 break; 9198 break;
9199
8378 case (int)ScriptBaseClass.PRIM_POS_LOCAL: 9200 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
8379 res.Add(new LSL_Vector(GetPartLocalPos(part))); 9201 res.Add(new LSL_Vector(GetPartLocalPos(part)));
8380 break; 9202 break;
@@ -8985,8 +9807,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8985 // The function returns an ordered list 9807 // The function returns an ordered list
8986 // representing the tokens found in the supplied 9808 // representing the tokens found in the supplied
8987 // sources string. If two successive tokenizers 9809 // sources string. If two successive tokenizers
8988 // are encountered, then a NULL entry is added 9810 // are encountered, then a null-string entry is
8989 // to the list. 9811 // added to the list.
8990 // 9812 //
8991 // It is a precondition that the source and 9813 // It is a precondition that the source and
8992 // toekizer lisst are non-null. If they are null, 9814 // toekizer lisst are non-null. If they are null,
@@ -8994,7 +9816,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8994 // while their lengths are being determined. 9816 // while their lengths are being determined.
8995 // 9817 //
8996 // A small amount of working memoryis required 9818 // A small amount of working memoryis required
8997 // of approximately 8*#tokenizers. 9819 // of approximately 8*#tokenizers + 8*srcstrlen.
8998 // 9820 //
8999 // There are many ways in which this function 9821 // There are many ways in which this function
9000 // can be implemented, this implementation is 9822 // can be implemented, this implementation is
@@ -9010,155 +9832,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9010 // and eliminates redundant tokenizers as soon 9832 // and eliminates redundant tokenizers as soon
9011 // as is possible. 9833 // as is possible.
9012 // 9834 //
9013 // The implementation tries to avoid any copying 9835 // The implementation tries to minimize temporary
9014 // of arrays or other objects. 9836 // garbage generation.
9015 // </remarks> 9837 // </remarks>
9016 9838
9017 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9839 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
9018 { 9840 {
9019 int beginning = 0; 9841 return ParseString2List(src, separators, spacers, true);
9020 int srclen = src.Length; 9842 }
9021 int seplen = separators.Length;
9022 object[] separray = separators.Data;
9023 int spclen = spacers.Length;
9024 object[] spcarray = spacers.Data;
9025 int mlen = seplen+spclen;
9026
9027 int[] offset = new int[mlen+1];
9028 bool[] active = new bool[mlen];
9029
9030 int best;
9031 int j;
9032
9033 // Initial capacity reduces resize cost
9034 9843
9035 LSL_List tokens = new LSL_List(); 9844 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9845 {
9846 int srclen = src.Length;
9847 int seplen = separators.Length;
9848 object[] separray = separators.Data;
9849 int spclen = spacers.Length;
9850 object[] spcarray = spacers.Data;
9851 int dellen = 0;
9852 string[] delarray = new string[seplen+spclen];
9036 9853
9037 // All entries are initially valid 9854 int outlen = 0;
9855 string[] outarray = new string[srclen*2+1];
9038 9856
9039 for (int i = 0; i < mlen; i++) 9857 int i, j;
9040 active[i] = true; 9858 string d;
9041 9859
9042 offset[mlen] = srclen; 9860 m_host.AddScriptLPS(1);
9043 9861
9044 while (beginning < srclen) 9862 /*
9863 * Convert separator and spacer lists to C# strings.
9864 * Also filter out null strings so we don't hang.
9865 */
9866 for (i = 0; i < seplen; i ++)
9045 { 9867 {
9868 d = separray[i].ToString();
9869 if (d.Length > 0)
9870 {
9871 delarray[dellen++] = d;
9872 }
9873 }
9874 seplen = dellen;
9046 9875
9047 best = mlen; // as bad as it gets 9876 for (i = 0; i < spclen; i ++)
9877 {
9878 d = spcarray[i].ToString();
9879 if (d.Length > 0)
9880 {
9881 delarray[dellen++] = d;
9882 }
9883 }
9048 9884
9049 // Scan for separators 9885 /*
9886 * Scan through source string from beginning to end.
9887 */
9888 for (i = 0;;)
9889 {
9050 9890
9051 for (j = 0; j < seplen; j++) 9891 /*
9892 * Find earliest delimeter in src starting at i (if any).
9893 */
9894 int earliestDel = -1;
9895 int earliestSrc = srclen;
9896 string earliestStr = null;
9897 for (j = 0; j < dellen; j ++)
9052 { 9898 {
9053 if (separray[j].ToString() == String.Empty) 9899 d = delarray[j];
9054 active[j] = false; 9900 if (d != null)
9055
9056 if (active[j])
9057 { 9901 {
9058 // scan all of the markers 9902 int index = src.IndexOf(d, i);
9059 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9903 if (index < 0)
9060 { 9904 {
9061 // not present at all 9905 delarray[j] = null; // delim nowhere in src, don't check it anymore
9062 active[j] = false;
9063 } 9906 }
9064 else 9907 else if (index < earliestSrc)
9065 { 9908 {
9066 // present and correct 9909 earliestSrc = index; // where delimeter starts in source string
9067 if (offset[j] < offset[best]) 9910 earliestDel = j; // where delimeter is in delarray[]
9068 { 9911 earliestStr = d; // the delimeter string from delarray[]
9069 // closest so far 9912 if (index == i) break; // can't do any better than found at beg of string
9070 best = j;
9071 if (offset[best] == beginning)
9072 break;
9073 }
9074 } 9913 }
9075 } 9914 }
9076 } 9915 }
9077 9916
9078 // Scan for spacers 9917 /*
9079 9918 * Output source string starting at i through start of earliest delimeter.
9080 if (offset[best] != beginning) 9919 */
9920 if (keepNulls || (earliestSrc > i))
9081 { 9921 {
9082 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9922 outarray[outlen++] = src.Substring(i, earliestSrc - i);
9083 {
9084 if (spcarray[j-seplen].ToString() == String.Empty)
9085 active[j] = false;
9086
9087 if (active[j])
9088 {
9089 // scan all of the markers
9090 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
9091 {
9092 // not present at all
9093 active[j] = false;
9094 }
9095 else
9096 {
9097 // present and correct
9098 if (offset[j] < offset[best])
9099 {
9100 // closest so far
9101 best = j;
9102 }
9103 }
9104 }
9105 }
9106 } 9923 }
9107 9924
9108 // This is the normal exit from the scanning loop 9925 /*
9926 * If no delimeter found at or after i, we're done scanning.
9927 */
9928 if (earliestDel < 0) break;
9109 9929
9110 if (best == mlen) 9930 /*
9931 * If delimeter was a spacer, output the spacer.
9932 */
9933 if (earliestDel >= seplen)
9111 { 9934 {
9112 // no markers were found on this pass 9935 outarray[outlen++] = earliestStr;
9113 // so we're pretty much done
9114 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
9115 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
9116 break;
9117 } 9936 }
9118 9937
9119 // Otherwise we just add the newly delimited token 9938 /*
9120 // and recalculate where the search should continue. 9939 * Look at rest of src string following delimeter.
9121 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9940 */
9122 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9941 i = earliestSrc + earliestStr.Length;
9123
9124 if (best < seplen)
9125 {
9126 beginning = offset[best] + (separray[best].ToString()).Length;
9127 }
9128 else
9129 {
9130 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
9131 string str = spcarray[best - seplen].ToString();
9132 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
9133 tokens.Add(new LSL_String(str));
9134 }
9135 } 9942 }
9136 9943
9137 // This an awkward an not very intuitive boundary case. If the 9944 /*
9138 // last substring is a tokenizer, then there is an implied trailing 9945 * Make up an exact-sized output array suitable for an LSL_List object.
9139 // null list entry. Hopefully the single comparison will not be too 9946 */
9140 // arduous. Alternatively the 'break' could be replced with a return 9947 object[] outlist = new object[outlen];
9141 // but that's shabby programming. 9948 for (i = 0; i < outlen; i ++)
9142
9143 if ((beginning == srclen) && (keepNulls))
9144 { 9949 {
9145 if (srclen != 0) 9950 outlist[i] = new LSL_String(outarray[i]);
9146 tokens.Add(new LSL_String(""));
9147 } 9951 }
9148 9952 return new LSL_List(outlist);
9149 return tokens;
9150 }
9151
9152 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
9153 {
9154 m_host.AddScriptLPS(1);
9155 return this.ParseString(src, separators, spacers, false);
9156 }
9157
9158 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
9159 {
9160 m_host.AddScriptLPS(1);
9161 return this.ParseString(src, separators, spacers, true);
9162 } 9953 }
9163 9954
9164 public LSL_Integer llGetObjectPermMask(int mask) 9955 public LSL_Integer llGetObjectPermMask(int mask)
@@ -9253,6 +10044,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9253 case 4: 10044 case 4:
9254 return (int)item.NextPermissions; 10045 return (int)item.NextPermissions;
9255 } 10046 }
10047 m_host.TaskInventory.LockItemsForRead(false);
9256 10048
9257 return -1; 10049 return -1;
9258 } 10050 }
@@ -9455,31 +10247,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9455 UUID key = new UUID(); 10247 UUID key = new UUID();
9456 if (UUID.TryParse(id, out key)) 10248 if (UUID.TryParse(id, out key))
9457 { 10249 {
9458 try 10250 // return total object mass
9459 { 10251 SceneObjectPart part = World.GetSceneObjectPart(key);
9460 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId); 10252 if (part != null)
9461 if (obj != null) 10253 return part.ParentGroup.GetMass();
9462 return (double)obj.GetMass(); 10254
9463 // the object is null so the key is for an avatar 10255 // the object is null so the key is for an avatar
9464 ScenePresence avatar = World.GetScenePresence(key); 10256 ScenePresence avatar = World.GetScenePresence(key);
9465 if (avatar != null) 10257 if (avatar != null)
9466 if (avatar.IsChildAgent)
9467 // reference http://www.lslwiki.net/lslwiki/wakka.php?wakka=llGetObjectMass
9468 // child agents have a mass of 1.0
9469 return 1;
9470 else
9471 return (double)avatar.GetMass();
9472 }
9473 catch (KeyNotFoundException)
9474 { 10258 {
9475 return 0; // The Object/Agent not in the region so just return zero 10259 if (avatar.IsChildAgent)
10260 {
10261 // reference http://www.lslwiki.net/lslwiki/wakka.php?wakka=llGetObjectMass
10262 // child agents have a mass of 1.0
10263 return 1;
10264 }
10265 else
10266 {
10267 return (double)avatar.GetMass();
10268 }
9476 } 10269 }
9477 } 10270 }
9478 return 0; 10271 return 0;
9479 } 10272 }
9480 10273
9481 /// <summary> 10274 /// <summary>
9482 /// illListReplaceList removes the sub-list defined by the inclusive indices 10275 /// llListReplaceList removes the sub-list defined by the inclusive indices
9483 /// start and end and inserts the src list in its place. The inclusive 10276 /// start and end and inserts the src list in its place. The inclusive
9484 /// nature of the indices means that at least one element must be deleted 10277 /// nature of the indices means that at least one element must be deleted
9485 /// if the indices are within the bounds of the existing list. I.e. 2,2 10278 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9536,16 +10329,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9536 // based upon end. Note that if end exceeds the upper 10329 // based upon end. Note that if end exceeds the upper
9537 // bound in this case, the entire destination list 10330 // bound in this case, the entire destination list
9538 // is removed. 10331 // is removed.
9539 else 10332 else if (start == 0)
9540 { 10333 {
9541 if (end + 1 < dest.Length) 10334 if (end + 1 < dest.Length)
9542 {
9543 return src + dest.GetSublist(end + 1, -1); 10335 return src + dest.GetSublist(end + 1, -1);
9544 }
9545 else 10336 else
9546 {
9547 return src; 10337 return src;
9548 } 10338 }
10339 else // Start < 0
10340 {
10341 if (end + 1 < dest.Length)
10342 return dest.GetSublist(end + 1, -1);
10343 else
10344 return new LSL_List();
9549 } 10345 }
9550 } 10346 }
9551 // Finally, if start > end, we strip away a prefix and 10347 // Finally, if start > end, we strip away a prefix and
@@ -9596,17 +10392,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9596 int width = 0; 10392 int width = 0;
9597 int height = 0; 10393 int height = 0;
9598 10394
9599 ParcelMediaCommandEnum? commandToSend = null; 10395 uint commandToSend = 0;
9600 float time = 0.0f; // default is from start 10396 float time = 0.0f; // default is from start
9601 10397
9602 ScenePresence presence = null; 10398 ScenePresence presence = null;
9603 10399
9604 for (int i = 0; i < commandList.Data.Length; i++) 10400 for (int i = 0; i < commandList.Data.Length; i++)
9605 { 10401 {
9606 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 10402 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9607 switch (command) 10403 switch (command)
9608 { 10404 {
9609 case ParcelMediaCommandEnum.Agent: 10405 case (uint)ParcelMediaCommandEnum.Agent:
9610 // we send only to one agent 10406 // we send only to one agent
9611 if ((i + 1) < commandList.Length) 10407 if ((i + 1) < commandList.Length)
9612 { 10408 {
@@ -9623,25 +10419,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9623 } 10419 }
9624 break; 10420 break;
9625 10421
9626 case ParcelMediaCommandEnum.Loop: 10422 case (uint)ParcelMediaCommandEnum.Loop:
9627 loop = 1; 10423 loop = 1;
9628 commandToSend = command; 10424 commandToSend = command;
9629 update = true; //need to send the media update packet to set looping 10425 update = true; //need to send the media update packet to set looping
9630 break; 10426 break;
9631 10427
9632 case ParcelMediaCommandEnum.Play: 10428 case (uint)ParcelMediaCommandEnum.Play:
9633 loop = 0; 10429 loop = 0;
9634 commandToSend = command; 10430 commandToSend = command;
9635 update = true; //need to send the media update packet to make sure it doesn't loop 10431 update = true; //need to send the media update packet to make sure it doesn't loop
9636 break; 10432 break;
9637 10433
9638 case ParcelMediaCommandEnum.Pause: 10434 case (uint)ParcelMediaCommandEnum.Pause:
9639 case ParcelMediaCommandEnum.Stop: 10435 case (uint)ParcelMediaCommandEnum.Stop:
9640 case ParcelMediaCommandEnum.Unload: 10436 case (uint)ParcelMediaCommandEnum.Unload:
9641 commandToSend = command; 10437 commandToSend = command;
9642 break; 10438 break;
9643 10439
9644 case ParcelMediaCommandEnum.Url: 10440 case (uint)ParcelMediaCommandEnum.Url:
9645 if ((i + 1) < commandList.Length) 10441 if ((i + 1) < commandList.Length)
9646 { 10442 {
9647 if (commandList.Data[i + 1] is LSL_String) 10443 if (commandList.Data[i + 1] is LSL_String)
@@ -9654,7 +10450,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9654 } 10450 }
9655 break; 10451 break;
9656 10452
9657 case ParcelMediaCommandEnum.Texture: 10453 case (uint)ParcelMediaCommandEnum.Texture:
9658 if ((i + 1) < commandList.Length) 10454 if ((i + 1) < commandList.Length)
9659 { 10455 {
9660 if (commandList.Data[i + 1] is LSL_String) 10456 if (commandList.Data[i + 1] is LSL_String)
@@ -9667,7 +10463,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9667 } 10463 }
9668 break; 10464 break;
9669 10465
9670 case ParcelMediaCommandEnum.Time: 10466 case (uint)ParcelMediaCommandEnum.Time:
9671 if ((i + 1) < commandList.Length) 10467 if ((i + 1) < commandList.Length)
9672 { 10468 {
9673 if (commandList.Data[i + 1] is LSL_Float) 10469 if (commandList.Data[i + 1] is LSL_Float)
@@ -9679,7 +10475,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9679 } 10475 }
9680 break; 10476 break;
9681 10477
9682 case ParcelMediaCommandEnum.AutoAlign: 10478 case (uint)ParcelMediaCommandEnum.AutoAlign:
9683 if ((i + 1) < commandList.Length) 10479 if ((i + 1) < commandList.Length)
9684 { 10480 {
9685 if (commandList.Data[i + 1] is LSL_Integer) 10481 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9693,7 +10489,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9693 } 10489 }
9694 break; 10490 break;
9695 10491
9696 case ParcelMediaCommandEnum.Type: 10492 case (uint)ParcelMediaCommandEnum.Type:
9697 if ((i + 1) < commandList.Length) 10493 if ((i + 1) < commandList.Length)
9698 { 10494 {
9699 if (commandList.Data[i + 1] is LSL_String) 10495 if (commandList.Data[i + 1] is LSL_String)
@@ -9706,7 +10502,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9706 } 10502 }
9707 break; 10503 break;
9708 10504
9709 case ParcelMediaCommandEnum.Desc: 10505 case (uint)ParcelMediaCommandEnum.Desc:
9710 if ((i + 1) < commandList.Length) 10506 if ((i + 1) < commandList.Length)
9711 { 10507 {
9712 if (commandList.Data[i + 1] is LSL_String) 10508 if (commandList.Data[i + 1] is LSL_String)
@@ -9719,7 +10515,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9719 } 10515 }
9720 break; 10516 break;
9721 10517
9722 case ParcelMediaCommandEnum.Size: 10518 case (uint)ParcelMediaCommandEnum.Size:
9723 if ((i + 2) < commandList.Length) 10519 if ((i + 2) < commandList.Length)
9724 { 10520 {
9725 if (commandList.Data[i + 1] is LSL_Integer) 10521 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9789,7 +10585,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9789 } 10585 }
9790 } 10586 }
9791 10587
9792 if (commandToSend != null) 10588 if (commandToSend != 0)
9793 { 10589 {
9794 // the commandList contained a start/stop/... command, too 10590 // the commandList contained a start/stop/... command, too
9795 if (presence == null) 10591 if (presence == null)
@@ -9826,7 +10622,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9826 10622
9827 if (aList.Data[i] != null) 10623 if (aList.Data[i] != null)
9828 { 10624 {
9829 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10625 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9830 { 10626 {
9831 case ParcelMediaCommandEnum.Url: 10627 case ParcelMediaCommandEnum.Url:
9832 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaURL)); 10628 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaURL));
@@ -9883,15 +10679,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9883 10679
9884 if (quick_pay_buttons.Data.Length < 4) 10680 if (quick_pay_buttons.Data.Length < 4)
9885 { 10681 {
9886 LSLError("List must have at least 4 elements"); 10682 int x;
9887 return; 10683 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10684 {
10685 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10686 }
9888 } 10687 }
9889 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10688 int[] nPrice = new int[5];
9890 10689 nPrice[0] = price;
9891 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10690 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9892 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10691 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9893 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10692 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9894 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10693 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10694 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9895 m_host.ParentGroup.HasGroupChanged = true; 10695 m_host.ParentGroup.HasGroupChanged = true;
9896 } 10696 }
9897 10697
@@ -9908,7 +10708,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9908 return new LSL_Vector(); 10708 return new LSL_Vector();
9909 } 10709 }
9910 10710
9911 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10711// ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
10712 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter);
9912 if (presence != null) 10713 if (presence != null)
9913 { 10714 {
9914 LSL_Vector pos = new LSL_Vector(presence.CameraPosition.X, presence.CameraPosition.Y, presence.CameraPosition.Z); 10715 LSL_Vector pos = new LSL_Vector(presence.CameraPosition.X, presence.CameraPosition.Y, presence.CameraPosition.Z);
@@ -9930,7 +10731,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9930 return new LSL_Rotation(); 10731 return new LSL_Rotation();
9931 } 10732 }
9932 10733
9933 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10734// ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
10735 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter);
9934 if (presence != null) 10736 if (presence != null)
9935 { 10737 {
9936 return new LSL_Rotation(presence.CameraRotation.X, presence.CameraRotation.Y, presence.CameraRotation.Z, presence.CameraRotation.W); 10738 return new LSL_Rotation(presence.CameraRotation.X, presence.CameraRotation.Y, presence.CameraRotation.Z, presence.CameraRotation.W);
@@ -9990,14 +10792,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9990 { 10792 {
9991 m_host.AddScriptLPS(1); 10793 m_host.AddScriptLPS(1);
9992 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0); 10794 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0);
9993 if (detectedParams == null) return; // only works on the first detected avatar 10795 if (detectedParams == null)
9994 10796 {
10797 if (m_host.ParentGroup.IsAttachment == true)
10798 {
10799 detectedParams = new DetectParams();
10800 detectedParams.Key = m_host.OwnerID;
10801 }
10802 else
10803 {
10804 return;
10805 }
10806 }
10807
9995 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10808 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9996 if (avatar != null) 10809 if (avatar != null)
9997 { 10810 {
9998 avatar.ControllingClient.SendScriptTeleportRequest(m_host.Name, 10811 avatar.ControllingClient.SendScriptTeleportRequest(m_host.Name,
9999 simname, pos, lookAt); 10812 simname, pos, lookAt);
10000 } 10813 }
10814
10001 ScriptSleep(1000); 10815 ScriptSleep(1000);
10002 } 10816 }
10003 10817
@@ -10121,12 +10935,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10121 10935
10122 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10936 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
10123 object[] data = rules.Data; 10937 object[] data = rules.Data;
10124 for (int i = 0; i < data.Length; ++i) { 10938 for (int i = 0; i < data.Length; ++i)
10939 {
10125 int type = Convert.ToInt32(data[i++].ToString()); 10940 int type = Convert.ToInt32(data[i++].ToString());
10126 if (i >= data.Length) break; // odd number of entries => ignore the last 10941 if (i >= data.Length) break; // odd number of entries => ignore the last
10127 10942
10128 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10943 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
10129 switch (type) { 10944 switch (type)
10945 {
10130 case ScriptBaseClass.CAMERA_FOCUS: 10946 case ScriptBaseClass.CAMERA_FOCUS:
10131 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10947 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
10132 case ScriptBaseClass.CAMERA_POSITION: 10948 case ScriptBaseClass.CAMERA_POSITION:
@@ -10231,19 +11047,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10231 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 11047 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
10232 { 11048 {
10233 m_host.AddScriptLPS(1); 11049 m_host.AddScriptLPS(1);
10234 string ret = String.Empty; 11050
10235 string src1 = llBase64ToString(str1); 11051 if (str1 == String.Empty)
10236 string src2 = llBase64ToString(str2); 11052 return String.Empty;
10237 int c = 0; 11053 if (str2 == String.Empty)
10238 for (int i = 0; i < src1.Length; i++) 11054 return str1;
11055
11056 int len = str2.Length;
11057 if ((len % 4) != 0) // LL is EVIL!!!!
10239 { 11058 {
10240 ret += (char) (src1[i] ^ src2[c]); 11059 while (str2.EndsWith("="))
11060 str2 = str2.Substring(0, str2.Length - 1);
11061
11062 len = str2.Length;
11063 int mod = len % 4;
11064
11065 if (mod == 1)
11066 str2 = str2.Substring(0, str2.Length - 1);
11067 else if (mod == 2)
11068 str2 += "==";
11069 else if (mod == 3)
11070 str2 += "=";
11071 }
10241 11072
10242 c++; 11073 byte[] data1;
10243 if (c >= src2.Length) 11074 byte[] data2;
10244 c = 0; 11075 try
11076 {
11077 data1 = Convert.FromBase64String(str1);
11078 data2 = Convert.FromBase64String(str2);
10245 } 11079 }
10246 return llStringToBase64(ret); 11080 catch (Exception)
11081 {
11082 return new LSL_String(String.Empty);
11083 }
11084
11085 byte[] d2 = new Byte[data1.Length];
11086 int pos = 0;
11087
11088 if (data1.Length <= data2.Length)
11089 {
11090 Array.Copy(data2, 0, d2, 0, data1.Length);
11091 }
11092 else
11093 {
11094 while (pos < data1.Length)
11095 {
11096 len = data1.Length - pos;
11097 if (len > data2.Length)
11098 len = data2.Length;
11099
11100 Array.Copy(data2, 0, d2, pos, len);
11101 pos += len;
11102 }
11103 }
11104
11105 for (pos = 0 ; pos < data1.Length ; pos++ )
11106 data1[pos] ^= d2[pos];
11107
11108 return Convert.ToBase64String(data1);
10247 } 11109 }
10248 11110
10249 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 11111 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -10296,16 +11158,72 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10296 if (userAgent != null) 11158 if (userAgent != null)
10297 httpHeaders["User-Agent"] = userAgent; 11159 httpHeaders["User-Agent"] = userAgent;
10298 11160
11161 // See if the URL contains any header hacks
11162 string[] urlParts = url.Split(new char[] {'\n'});
11163 if (urlParts.Length > 1)
11164 {
11165 // Iterate the passed headers and parse them
11166 for (int i = 1 ; i < urlParts.Length ; i++ )
11167 {
11168 // The rest of those would be added to the body in SL.
11169 // Let's not do that.
11170 if (urlParts[i] == String.Empty)
11171 break;
11172
11173 // See if this could be a valid header
11174 string[] headerParts = urlParts[i].Split(new char[] {':'}, 2);
11175 if (headerParts.Length != 2)
11176 continue;
11177
11178 string headerName = headerParts[0].Trim();
11179 string headerValue = headerParts[1].Trim();
11180
11181 // Filter out headers that could be used to abuse
11182 // another system or cloak the request
11183 if (headerName.ToLower() == "x-secondlife-shard" ||
11184 headerName.ToLower() == "x-secondlife-object-name" ||
11185 headerName.ToLower() == "x-secondlife-object-key" ||
11186 headerName.ToLower() == "x-secondlife-region" ||
11187 headerName.ToLower() == "x-secondlife-local-position" ||
11188 headerName.ToLower() == "x-secondlife-local-velocity" ||
11189 headerName.ToLower() == "x-secondlife-local-rotation" ||
11190 headerName.ToLower() == "x-secondlife-owner-name" ||
11191 headerName.ToLower() == "x-secondlife-owner-key" ||
11192 headerName.ToLower() == "connection" ||
11193 headerName.ToLower() == "content-length" ||
11194 headerName.ToLower() == "from" ||
11195 headerName.ToLower() == "host" ||
11196 headerName.ToLower() == "proxy-authorization" ||
11197 headerName.ToLower() == "referer" ||
11198 headerName.ToLower() == "trailer" ||
11199 headerName.ToLower() == "transfer-encoding" ||
11200 headerName.ToLower() == "via" ||
11201 headerName.ToLower() == "authorization")
11202 continue;
11203
11204 httpHeaders[headerName] = headerValue;
11205 }
11206
11207 // Finally, strip any protocol specifier from the URL
11208 url = urlParts[0].Trim();
11209 int idx = url.IndexOf(" HTTP/");
11210 if (idx != -1)
11211 url = url.Substring(0, idx);
11212 }
11213
10299 string authregex = @"^(https?:\/\/)(\w+):(\w+)@(.*)$"; 11214 string authregex = @"^(https?:\/\/)(\w+):(\w+)@(.*)$";
10300 Regex r = new Regex(authregex); 11215 Regex r = new Regex(authregex);
10301 int[] gnums = r.GetGroupNumbers(); 11216 int[] gnums = r.GetGroupNumbers();
10302 Match m = r.Match(url); 11217 Match m = r.Match(url);
10303 if (m.Success) { 11218 if (m.Success)
10304 for (int i = 1; i < gnums.Length; i++) { 11219 {
11220 for (int i = 1; i < gnums.Length; i++)
11221 {
10305 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 11222 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
10306 //CaptureCollection cc = g.Captures; 11223 //CaptureCollection cc = g.Captures;
10307 } 11224 }
10308 if (m.Groups.Count == 5) { 11225 if (m.Groups.Count == 5)
11226 {
10309 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 11227 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
10310 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 11228 url = m.Groups[1].ToString() + m.Groups[4].ToString();
10311 } 11229 }
@@ -10508,6 +11426,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10508 11426
10509 LSL_List ret = new LSL_List(); 11427 LSL_List ret = new LSL_List();
10510 UUID key = new UUID(); 11428 UUID key = new UUID();
11429
11430
10511 if (UUID.TryParse(id, out key)) 11431 if (UUID.TryParse(id, out key))
10512 { 11432 {
10513 ScenePresence av = World.GetScenePresence(key); 11433 ScenePresence av = World.GetScenePresence(key);
@@ -10525,13 +11445,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10525 ret.Add(new LSL_String("")); 11445 ret.Add(new LSL_String(""));
10526 break; 11446 break;
10527 case ScriptBaseClass.OBJECT_POS: 11447 case ScriptBaseClass.OBJECT_POS:
10528 ret.Add(new LSL_Vector((double)av.AbsolutePosition.X, (double)av.AbsolutePosition.Y, (double)av.AbsolutePosition.Z)); 11448 Vector3 avpos;
11449
11450 if (av.ParentID != 0 && av.ParentPart != null)
11451 {
11452 avpos = av.OffsetPosition;
11453
11454 Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f *2.0f);
11455 avpos -= sitOffset;
11456
11457 avpos = av.ParentPart.GetWorldPosition() + avpos * av.ParentPart.GetWorldRotation();
11458 }
11459 else
11460 avpos = av.AbsolutePosition;
11461
11462 ret.Add(new LSL_Vector((double)avpos.X, (double)avpos.Y, (double)avpos.Z));
10529 break; 11463 break;
10530 case ScriptBaseClass.OBJECT_ROT: 11464 case ScriptBaseClass.OBJECT_ROT:
10531 ret.Add(new LSL_Rotation((double)av.Rotation.X, (double)av.Rotation.Y, (double)av.Rotation.Z, (double)av.Rotation.W)); 11465 Quaternion avrot = av.Rotation;
11466 if (av.ParentID != 0 && av.ParentPart != null)
11467 {
11468 avrot = av.ParentPart.GetWorldRotation() * avrot;
11469 }
11470 ret.Add(new LSL_Rotation((double)avrot.X, (double)avrot.Y, (double)avrot.Z, (double)avrot.W));
10532 break; 11471 break;
10533 case ScriptBaseClass.OBJECT_VELOCITY: 11472 case ScriptBaseClass.OBJECT_VELOCITY:
10534 ret.Add(new LSL_Vector(av.Velocity.X, av.Velocity.Y, av.Velocity.Z)); 11473 Vector3 avvel = av.Velocity;
11474 ret.Add(new LSL_Vector((double)avvel.X, (double)avvel.Y, (double)avvel.Z));
10535 break; 11475 break;
10536 case ScriptBaseClass.OBJECT_OWNER: 11476 case ScriptBaseClass.OBJECT_OWNER:
10537 ret.Add(new LSL_String(id)); 11477 ret.Add(new LSL_String(id));
@@ -10587,11 +11527,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10587 case ScriptBaseClass.OBJECT_NAME: 11527 case ScriptBaseClass.OBJECT_NAME:
10588 ret.Add(new LSL_String(obj.Name)); 11528 ret.Add(new LSL_String(obj.Name));
10589 break; 11529 break;
10590 case ScriptBaseClass.OBJECT_DESC: 11530 case ScriptBaseClass.OBJECT_DESC:
10591 ret.Add(new LSL_String(obj.Description)); 11531 ret.Add(new LSL_String(obj.Description));
10592 break; 11532 break;
10593 case ScriptBaseClass.OBJECT_POS: 11533 case ScriptBaseClass.OBJECT_POS:
10594 ret.Add(new LSL_Vector(obj.AbsolutePosition.X, obj.AbsolutePosition.Y, obj.AbsolutePosition.Z)); 11534 Vector3 opos = obj.AbsolutePosition;
11535 ret.Add(new LSL_Vector(opos.X, opos.Y, opos.Z));
10595 break; 11536 break;
10596 case ScriptBaseClass.OBJECT_ROT: 11537 case ScriptBaseClass.OBJECT_ROT:
10597 { 11538 {
@@ -10641,9 +11582,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10641 // The value returned in SL for normal prims is prim count 11582 // The value returned in SL for normal prims is prim count
10642 ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount)); 11583 ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount));
10643 break; 11584 break;
10644 // The following 3 costs I have intentionaly coded to return zero. They are part of 11585
10645 // "Land Impact" calculations. These calculations are probably not applicable 11586 // costs below may need to be diferent for root parts, need to check
10646 // to OpenSim and are not yet complete in SL
10647 case ScriptBaseClass.OBJECT_SERVER_COST: 11587 case ScriptBaseClass.OBJECT_SERVER_COST:
10648 // The linden calculation is here 11588 // The linden calculation is here
10649 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight 11589 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight
@@ -10651,16 +11591,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10651 ret.Add(new LSL_Float(0)); 11591 ret.Add(new LSL_Float(0));
10652 break; 11592 break;
10653 case ScriptBaseClass.OBJECT_STREAMING_COST: 11593 case ScriptBaseClass.OBJECT_STREAMING_COST:
10654 // The linden calculation is here 11594 // The value returned in SL for normal prims is prim count * 0.06
10655 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Streaming_Cost 11595 ret.Add(new LSL_Float(obj.StreamingCost));
10656 // The value returned in SL for normal prims looks like the prim count * 0.06
10657 ret.Add(new LSL_Float(0));
10658 break; 11596 break;
10659 case ScriptBaseClass.OBJECT_PHYSICS_COST: 11597 case ScriptBaseClass.OBJECT_PHYSICS_COST:
10660 // The linden calculation is here 11598 // The value returned in SL for normal prims is prim count
10661 // http://wiki.secondlife.com/wiki/Mesh/Mesh_physics 11599 ret.Add(new LSL_Float(obj.PhysicsCost));
10662 // The value returned in SL for normal prims looks like the prim count
10663 ret.Add(new LSL_Float(0));
10664 break; 11600 break;
10665 default: 11601 default:
10666 // Invalid or unhandled constant. 11602 // Invalid or unhandled constant.
@@ -10871,15 +11807,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10871 return result; 11807 return result;
10872 } 11808 }
10873 11809
10874 public void print(string str) 11810 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10875 { 11811 {
10876 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11812 List<SceneObjectPart> parts = GetLinkParts(link);
10877 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_item.ItemID, "OSSL"); 11813 if (parts.Count < 1)
10878 if (ossl != null) 11814 return 0;
10879 { 11815
10880 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 11816 return GetNumberOfSides(parts[0]);
10881 m_log.Info("LSL print():" + str);
10882 }
10883 } 11817 }
10884 11818
10885 private string Name2Username(string name) 11819 private string Name2Username(string name)
@@ -10924,7 +11858,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10924 11858
10925 return rq.ToString(); 11859 return rq.ToString();
10926 } 11860 }
10927 11861/*
11862 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
11863 {
11864 m_SayShoutCount = 0;
11865 }
11866*/
10928 private struct Tri 11867 private struct Tri
10929 { 11868 {
10930 public Vector3 p1; 11869 public Vector3 p1;
@@ -11064,9 +12003,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11064 12003
11065 ContactResult result = new ContactResult (); 12004 ContactResult result = new ContactResult ();
11066 result.ConsumerID = group.LocalId; 12005 result.ConsumerID = group.LocalId;
11067 result.Depth = intersection.distance; 12006// result.Depth = intersection.distance;
11068 result.Normal = intersection.normal; 12007 result.Normal = intersection.normal;
11069 result.Pos = intersection.ipoint; 12008 result.Pos = intersection.ipoint;
12009 result.Depth = Vector3.Mag(rayStart - result.Pos);
11070 12010
11071 contacts.Add(result); 12011 contacts.Add(result);
11072 }); 12012 });
@@ -11199,6 +12139,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11199 12139
11200 return contacts[0]; 12140 return contacts[0];
11201 } 12141 }
12142/*
12143 // not done:
12144 private ContactResult[] testRay2NonPhysicalPhantom(Vector3 rayStart, Vector3 raydir, float raylenght)
12145 {
12146 ContactResult[] contacts = null;
12147 World.ForEachSOG(delegate(SceneObjectGroup group)
12148 {
12149 if (m_host.ParentGroup == group)
12150 return;
12151
12152 if (group.IsAttachment)
12153 return;
12154
12155 if(group.RootPart.PhysActor != null)
12156 return;
12157
12158 contacts = group.RayCastGroupPartsOBBNonPhysicalPhantom(rayStart, raydir, raylenght);
12159 });
12160 return contacts;
12161 }
12162*/
11202 12163
11203 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 12164 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
11204 { 12165 {
@@ -11240,32 +12201,96 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11240 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 12201 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
11241 12202
11242 12203
11243 if (checkTerrain) 12204 if (World.SuportsRayCastFiltered())
11244 { 12205 {
11245 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd); 12206 if (dist == 0)
11246 if (groundContact != null) 12207 return list;
11247 results.Add((ContactResult)groundContact);
11248 }
11249 12208
11250 if (checkAgents) 12209 RayFilterFlags rayfilter = RayFilterFlags.ClosestAndBackCull;
11251 { 12210 if (checkTerrain)
11252 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd); 12211 rayfilter |= RayFilterFlags.land;
11253 foreach (ContactResult r in agentHits) 12212// if (checkAgents)
11254 results.Add(r); 12213// rayfilter |= RayFilterFlags.agent;
11255 } 12214 if (checkPhysical)
12215 rayfilter |= RayFilterFlags.physical;
12216 if (checkNonPhysical)
12217 rayfilter |= RayFilterFlags.nonphysical;
12218 if (detectPhantom)
12219 rayfilter |= RayFilterFlags.LSLPhanton;
12220
12221 Vector3 direction = dir * ( 1/dist);
12222
12223 if(rayfilter == 0)
12224 {
12225 list.Add(new LSL_Integer(0));
12226 return list;
12227 }
12228
12229 // get some more contacts to sort ???
12230 int physcount = 4 * count;
12231 if (physcount > 20)
12232 physcount = 20;
12233
12234 object physresults;
12235 physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
12236
12237 if (physresults == null)
12238 {
12239 list.Add(new LSL_Integer(-3)); // timeout error
12240 return list;
12241 }
11256 12242
11257 if (checkPhysical || checkNonPhysical || detectPhantom) 12243 results = (List<ContactResult>)physresults;
12244
12245 // for now physics doesn't detect sitted avatars so do it outside physics
12246 if (checkAgents)
12247 {
12248 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
12249 foreach (ContactResult r in agentHits)
12250 results.Add(r);
12251 }
12252
12253 // TODO: Replace this with a better solution. ObjectIntersection can only
12254 // detect nonphysical phantoms. They are detected by virtue of being
12255 // nonphysical (e.g. no PhysActor) so will not conflict with detecting
12256 // physicsl phantoms as done by the physics scene
12257 // We don't want anything else but phantoms here.
12258 if (detectPhantom)
12259 {
12260 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, false, false, true);
12261 foreach (ContactResult r in objectHits)
12262 results.Add(r);
12263 }
12264 }
12265 else
11258 { 12266 {
11259 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom); 12267 if (checkTerrain)
11260 foreach (ContactResult r in objectHits) 12268 {
11261 results.Add(r); 12269 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
12270 if (groundContact != null)
12271 results.Add((ContactResult)groundContact);
12272 }
12273
12274 if (checkAgents)
12275 {
12276 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
12277 foreach (ContactResult r in agentHits)
12278 results.Add(r);
12279 }
12280
12281 if (checkPhysical || checkNonPhysical || detectPhantom)
12282 {
12283 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
12284 foreach (ContactResult r in objectHits)
12285 results.Add(r);
12286 }
11262 } 12287 }
11263 12288
11264 results.Sort(delegate(ContactResult a, ContactResult b) 12289 results.Sort(delegate(ContactResult a, ContactResult b)
11265 { 12290 {
11266 return a.Depth.CompareTo(b.Depth); 12291 return a.Depth.CompareTo(b.Depth);
11267 }); 12292 });
11268 12293
11269 int values = 0; 12294 int values = 0;
11270 SceneObjectGroup thisgrp = m_host.ParentGroup; 12295 SceneObjectGroup thisgrp = m_host.ParentGroup;
11271 12296
@@ -11358,7 +12383,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11358 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD: 12383 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD:
11359 if (!isAccount) return 0; 12384 if (!isAccount) return 0;
11360 if (estate.HasAccess(id)) return 1; 12385 if (estate.HasAccess(id)) return 1;
11361 if (estate.IsBanned(id)) 12386 if (estate.IsBanned(id, World.GetUserFlags(id)))
11362 estate.RemoveBan(id); 12387 estate.RemoveBan(id);
11363 estate.AddEstateUser(id); 12388 estate.AddEstateUser(id);
11364 break; 12389 break;
@@ -11377,14 +12402,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11377 break; 12402 break;
11378 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD: 12403 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD:
11379 if (!isAccount) return 0; 12404 if (!isAccount) return 0;
11380 if (estate.IsBanned(id)) return 1; 12405 if (estate.IsBanned(id, World.GetUserFlags(id))) return 1;
11381 EstateBan ban = new EstateBan(); 12406 EstateBan ban = new EstateBan();
11382 ban.EstateID = estate.EstateID; 12407 ban.EstateID = estate.EstateID;
11383 ban.BannedUserID = id; 12408 ban.BannedUserID = id;
11384 estate.AddBan(ban); 12409 estate.AddBan(ban);
11385 break; 12410 break;
11386 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE: 12411 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE:
11387 if (!isAccount || !estate.IsBanned(id)) return 0; 12412 if (!isAccount || !estate.IsBanned(id, World.GetUserFlags(id))) return 0;
11388 estate.RemoveBan(id); 12413 estate.RemoveBan(id);
11389 break; 12414 break;
11390 default: return 0; 12415 default: return 0;
@@ -11413,7 +12438,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11413 return 16384; 12438 return 16384;
11414 } 12439 }
11415 12440
11416 public LSL_Integer llGetUsedMemory() 12441 public virtual LSL_Integer llGetUsedMemory()
11417 { 12442 {
11418 m_host.AddScriptLPS(1); 12443 m_host.AddScriptLPS(1);
11419 // The value returned for LSO scripts in SL 12444 // The value returned for LSO scripts in SL
@@ -11441,22 +12466,736 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11441 public void llSetSoundQueueing(int queue) 12466 public void llSetSoundQueueing(int queue)
11442 { 12467 {
11443 m_host.AddScriptLPS(1); 12468 m_host.AddScriptLPS(1);
11444 NotImplemented("llSetSoundQueueing");
11445 } 12469 }
11446 12470
11447 public void llCollisionSprite(string impact_sprite) 12471 public void llCollisionSprite(string impact_sprite)
11448 { 12472 {
11449 m_host.AddScriptLPS(1); 12473 m_host.AddScriptLPS(1);
11450 NotImplemented("llCollisionSprite"); 12474 // Viewer 2.0 broke this and it's likely LL has no intention
12475 // of fixing it. Therefore, letting this be a NOP seems appropriate.
11451 } 12476 }
11452 12477
11453 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 12478 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
11454 { 12479 {
11455 m_host.AddScriptLPS(1); 12480 m_host.AddScriptLPS(1);
11456 NotImplemented("llGodLikeRezObject"); 12481
12482 if (!World.Permissions.IsGod(m_host.OwnerID))
12483 NotImplemented("llGodLikeRezObject");
12484
12485 AssetBase rezAsset = World.AssetService.Get(inventory);
12486 if (rezAsset == null)
12487 {
12488 llSay(0, "Asset not found");
12489 return;
12490 }
12491
12492 SceneObjectGroup group = null;
12493
12494 try
12495 {
12496 string xmlData = Utils.BytesToString(rezAsset.Data);
12497 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
12498 }
12499 catch
12500 {
12501 llSay(0, "Asset not found");
12502 return;
12503 }
12504
12505 if (group == null)
12506 {
12507 llSay(0, "Asset not found");
12508 return;
12509 }
12510
12511 group.RootPart.AttachPoint = group.RootPart.Shape.State;
12512 group.RootPart.AttachOffset = group.AbsolutePosition;
12513
12514 group.ResetIDs();
12515
12516 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
12517 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
12518 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
12519 group.ScheduleGroupForFullUpdate();
12520
12521 // objects rezzed with this method are die_at_edge by default.
12522 group.RootPart.SetDieAtEdge(true);
12523
12524 group.ResumeScripts();
12525
12526 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
12527 "object_rez", new Object[] {
12528 new LSL_String(
12529 group.RootPart.UUID.ToString()) },
12530 new DetectParams[0]));
12531 }
12532
12533 public LSL_String llTransferLindenDollars(string destination, int amount)
12534 {
12535 UUID txn = UUID.Random();
12536
12537 Util.FireAndForget(delegate(object x)
12538 {
12539 int replycode = 0;
12540 string replydata = destination + "," + amount.ToString();
12541
12542 try
12543 {
12544 TaskInventoryItem item = m_item;
12545 if (item == null)
12546 {
12547 replydata = "SERVICE_ERROR";
12548 return;
12549 }
12550
12551 m_host.AddScriptLPS(1);
12552
12553 if (item.PermsGranter == UUID.Zero)
12554 {
12555 replydata = "MISSING_PERMISSION_DEBIT";
12556 return;
12557 }
12558
12559 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
12560 {
12561 replydata = "MISSING_PERMISSION_DEBIT";
12562 return;
12563 }
12564
12565 UUID toID = new UUID();
12566
12567 if (!UUID.TryParse(destination, out toID))
12568 {
12569 replydata = "INVALID_AGENT";
12570 return;
12571 }
12572
12573 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
12574
12575 if (money == null)
12576 {
12577 replydata = "TRANSFERS_DISABLED";
12578 return;
12579 }
12580
12581 bool result = money.ObjectGiveMoney(
12582 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount,UUID.Zero);
12583
12584 if (result)
12585 {
12586 replycode = 1;
12587 return;
12588 }
12589
12590 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
12591 }
12592 finally
12593 {
12594 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
12595 "transaction_result", new Object[] {
12596 new LSL_String(txn.ToString()),
12597 new LSL_Integer(replycode),
12598 new LSL_String(replydata) },
12599 new DetectParams[0]));
12600 }
12601 });
12602
12603 return txn.ToString();
11457 } 12604 }
11458 12605
11459 #endregion 12606 #endregion
12607
12608 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
12609 {
12610 SceneObjectGroup group = m_host.ParentGroup;
12611
12612 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
12613 return;
12614 if (group.IsAttachment)
12615 return;
12616
12617 if (frames.Data.Length > 0) // We are getting a new motion
12618 {
12619 if (group.RootPart.KeyframeMotion != null)
12620 group.RootPart.KeyframeMotion.Delete();
12621 group.RootPart.KeyframeMotion = null;
12622
12623 int idx = 0;
12624
12625 KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward;
12626 KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation;
12627
12628 while (idx < options.Data.Length)
12629 {
12630 int option = (int)options.GetLSLIntegerItem(idx++);
12631 int remain = options.Data.Length - idx;
12632
12633 switch (option)
12634 {
12635 case ScriptBaseClass.KFM_MODE:
12636 if (remain < 1)
12637 break;
12638 int modeval = (int)options.GetLSLIntegerItem(idx++);
12639 switch(modeval)
12640 {
12641 case ScriptBaseClass.KFM_FORWARD:
12642 mode = KeyframeMotion.PlayMode.Forward;
12643 break;
12644 case ScriptBaseClass.KFM_REVERSE:
12645 mode = KeyframeMotion.PlayMode.Reverse;
12646 break;
12647 case ScriptBaseClass.KFM_LOOP:
12648 mode = KeyframeMotion.PlayMode.Loop;
12649 break;
12650 case ScriptBaseClass.KFM_PING_PONG:
12651 mode = KeyframeMotion.PlayMode.PingPong;
12652 break;
12653 }
12654 break;
12655 case ScriptBaseClass.KFM_DATA:
12656 if (remain < 1)
12657 break;
12658 int dataval = (int)options.GetLSLIntegerItem(idx++);
12659 data = (KeyframeMotion.DataFormat)dataval;
12660 break;
12661 }
12662 }
12663
12664 group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data);
12665
12666 idx = 0;
12667
12668 int elemLength = 2;
12669 if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation))
12670 elemLength = 3;
12671
12672 List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
12673 while (idx < frames.Data.Length)
12674 {
12675 int remain = frames.Data.Length - idx;
12676
12677 if (remain < elemLength)
12678 break;
12679
12680 KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe();
12681 frame.Position = null;
12682 frame.Rotation = null;
12683
12684 if ((data & KeyframeMotion.DataFormat.Translation) != 0)
12685 {
12686 LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
12687 frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
12688 }
12689 if ((data & KeyframeMotion.DataFormat.Rotation) != 0)
12690 {
12691 LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
12692 Quaternion q = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
12693 q.Normalize();
12694 frame.Rotation = q;
12695 }
12696
12697 float tempf = (float)frames.GetLSLFloatItem(idx++);
12698 frame.TimeMS = (int)(tempf * 1000.0f);
12699
12700 keyframes.Add(frame);
12701 }
12702
12703 group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray());
12704 group.RootPart.KeyframeMotion.Start();
12705 }
12706 else
12707 {
12708 if (group.RootPart.KeyframeMotion == null)
12709 return;
12710
12711 if (options.Data.Length == 0)
12712 {
12713 group.RootPart.KeyframeMotion.Stop();
12714 return;
12715 }
12716
12717 int code = (int)options.GetLSLIntegerItem(0);
12718
12719 int idx = 0;
12720
12721 while (idx < options.Data.Length)
12722 {
12723 int option = (int)options.GetLSLIntegerItem(idx++);
12724 int remain = options.Data.Length - idx;
12725
12726 switch (option)
12727 {
12728 case ScriptBaseClass.KFM_COMMAND:
12729 int cmd = (int)options.GetLSLIntegerItem(idx++);
12730 switch (cmd)
12731 {
12732 case ScriptBaseClass.KFM_CMD_PLAY:
12733 group.RootPart.KeyframeMotion.Start();
12734 break;
12735 case ScriptBaseClass.KFM_CMD_STOP:
12736 group.RootPart.KeyframeMotion.Stop();
12737 break;
12738 case ScriptBaseClass.KFM_CMD_PAUSE:
12739 group.RootPart.KeyframeMotion.Pause();
12740 break;
12741 }
12742 break;
12743 }
12744 }
12745 }
12746 }
12747
12748 protected LSL_List SetPrimParams(ScenePresence av, LSL_List rules, string originFunc, ref uint rulesParsed)
12749 {
12750 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
12751
12752 int idx = 0;
12753 int idxStart = 0;
12754
12755 bool positionChanged = false;
12756 Vector3 finalPos = Vector3.Zero;
12757
12758 try
12759 {
12760 while (idx < rules.Length)
12761 {
12762 ++rulesParsed;
12763 int code = rules.GetLSLIntegerItem(idx++);
12764
12765 int remain = rules.Length - idx;
12766 idxStart = idx;
12767
12768 switch (code)
12769 {
12770 case (int)ScriptBaseClass.PRIM_POSITION:
12771 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
12772 {
12773 if (remain < 1)
12774 return null;
12775
12776 LSL_Vector v;
12777 v = rules.GetVector3Item(idx++);
12778
12779 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
12780 if (part == null)
12781 break;
12782
12783 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
12784 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
12785 if (part.LinkNum > 1)
12786 {
12787 localRot = GetPartLocalRot(part);
12788 localPos = GetPartLocalPos(part);
12789 }
12790
12791 v -= localPos;
12792 v /= localRot;
12793
12794 LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
12795
12796 v = v + 2 * sitOffset;
12797
12798 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
12799 av.SendAvatarDataToAllAgents();
12800
12801 }
12802 break;
12803
12804 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
12805 case (int)ScriptBaseClass.PRIM_ROTATION:
12806 {
12807 if (remain < 1)
12808 return null;
12809
12810 LSL_Rotation r;
12811 r = rules.GetQuaternionItem(idx++);
12812
12813 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
12814 if (part == null)
12815 break;
12816
12817 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
12818 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
12819
12820 if (part.LinkNum > 1)
12821 localRot = GetPartLocalRot(part);
12822
12823 r = r * llGetRootRotation() / localRot;
12824 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
12825 av.SendAvatarDataToAllAgents();
12826 }
12827 break;
12828
12829 // parse rest doing nothing but number of parameters error check
12830 case (int)ScriptBaseClass.PRIM_SIZE:
12831 case (int)ScriptBaseClass.PRIM_MATERIAL:
12832 case (int)ScriptBaseClass.PRIM_PHANTOM:
12833 case (int)ScriptBaseClass.PRIM_PHYSICS:
12834 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
12835 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
12836 case (int)ScriptBaseClass.PRIM_NAME:
12837 case (int)ScriptBaseClass.PRIM_DESC:
12838 if (remain < 1)
12839 return null;
12840 idx++;
12841 break;
12842
12843 case (int)ScriptBaseClass.PRIM_GLOW:
12844 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
12845 case (int)ScriptBaseClass.PRIM_TEXGEN:
12846 if (remain < 2)
12847 return null;
12848 idx += 2;
12849 break;
12850
12851 case (int)ScriptBaseClass.PRIM_TYPE:
12852 if (remain < 3)
12853 return null;
12854 code = (int)rules.GetLSLIntegerItem(idx++);
12855 remain = rules.Length - idx;
12856 switch (code)
12857 {
12858 case (int)ScriptBaseClass.PRIM_TYPE_BOX:
12859 case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
12860 case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
12861 if (remain < 6)
12862 return null;
12863 idx += 6;
12864 break;
12865
12866 case (int)ScriptBaseClass.PRIM_TYPE_SPHERE:
12867 if (remain < 5)
12868 return null;
12869 idx += 5;
12870 break;
12871
12872 case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
12873 case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
12874 case (int)ScriptBaseClass.PRIM_TYPE_RING:
12875 if (remain < 11)
12876 return null;
12877 idx += 11;
12878 break;
12879
12880 case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
12881 if (remain < 2)
12882 return null;
12883 idx += 2;
12884 break;
12885 }
12886 break;
12887
12888 case (int)ScriptBaseClass.PRIM_COLOR:
12889 case (int)ScriptBaseClass.PRIM_TEXT:
12890 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
12891 case (int)ScriptBaseClass.PRIM_OMEGA:
12892 if (remain < 3)
12893 return null;
12894 idx += 3;
12895 break;
12896
12897 case (int)ScriptBaseClass.PRIM_TEXTURE:
12898 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
12899 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
12900 if (remain < 5)
12901 return null;
12902 idx += 5;
12903 break;
12904
12905 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
12906 if (remain < 7)
12907 return null;
12908
12909 idx += 7;
12910 break;
12911
12912 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
12913 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
12914 return null;
12915
12916 return rules.GetSublist(idx, -1);
12917 }
12918 }
12919 }
12920 catch (InvalidCastException e)
12921 {
12922 ShoutError(string.Format(
12923 "{0} error running rule #{1}: arg #{2} ",
12924 originFunc, rulesParsed, idx - idxStart) + e.Message);
12925 }
12926 finally
12927 {
12928 if (positionChanged)
12929 {
12930 av.OffsetPosition = finalPos;
12931// av.SendAvatarDataToAllAgents();
12932 av.SendTerseUpdateToAllClients();
12933 positionChanged = false;
12934 }
12935 }
12936 return null;
12937 }
12938
12939 public LSL_List GetPrimParams(ScenePresence avatar, LSL_List rules, ref LSL_List res)
12940 {
12941 // avatars case
12942 // replies as SL wiki
12943
12944// SceneObjectPart sitPart = avatar.ParentPart; // most likelly it will be needed
12945 SceneObjectPart sitPart = World.GetSceneObjectPart(avatar.ParentID); // maybe better do this expensive search for it in case it's gone??
12946
12947 int idx = 0;
12948 while (idx < rules.Length)
12949 {
12950 int code = (int)rules.GetLSLIntegerItem(idx++);
12951 int remain = rules.Length - idx;
12952
12953 switch (code)
12954 {
12955 case (int)ScriptBaseClass.PRIM_MATERIAL:
12956 res.Add(new LSL_Integer((int)SOPMaterialData.SopMaterial.Flesh));
12957 break;
12958
12959 case (int)ScriptBaseClass.PRIM_PHYSICS:
12960 res.Add(new LSL_Integer(0));
12961 break;
12962
12963 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
12964 res.Add(new LSL_Integer(0));
12965 break;
12966
12967 case (int)ScriptBaseClass.PRIM_PHANTOM:
12968 res.Add(new LSL_Integer(0));
12969 break;
12970
12971 case (int)ScriptBaseClass.PRIM_POSITION:
12972
12973 Vector3 pos = avatar.OffsetPosition;
12974
12975 Vector3 sitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f *2.0f);
12976 pos -= sitOffset;
12977
12978 if( sitPart != null)
12979 pos = sitPart.GetWorldPosition() + pos * sitPart.GetWorldRotation();
12980
12981 res.Add(new LSL_Vector(pos.X,pos.Y,pos.Z));
12982 break;
12983
12984 case (int)ScriptBaseClass.PRIM_SIZE:
12985 // as in llGetAgentSize above
12986// res.Add(new LSL_Vector(0.45f, 0.6f, avatar.Appearance.AvatarHeight));
12987 Vector3 s = avatar.Appearance.AvatarSize;
12988 res.Add(new LSL_Vector(s.X, s.Y, s.Z));
12989
12990 break;
12991
12992 case (int)ScriptBaseClass.PRIM_ROTATION:
12993 Quaternion rot = avatar.Rotation;
12994 if (sitPart != null)
12995 {
12996 rot = sitPart.GetWorldRotation() * rot; // apply sit part world rotation
12997 }
12998
12999 res.Add(new LSL_Rotation (rot.X, rot.Y, rot.Z, rot.W));
13000 break;
13001
13002 case (int)ScriptBaseClass.PRIM_TYPE:
13003 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TYPE_BOX));
13004 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_HOLE_DEFAULT));
13005 res.Add(new LSL_Vector(0f,1.0f,0f));
13006 res.Add(new LSL_Float(0.0f));
13007 res.Add(new LSL_Vector(0, 0, 0));
13008 res.Add(new LSL_Vector(1.0f,1.0f,0f));
13009 res.Add(new LSL_Vector(0, 0, 0));
13010 break;
13011
13012 case (int)ScriptBaseClass.PRIM_TEXTURE:
13013 if (remain < 1)
13014 return null;
13015
13016 int face = (int)rules.GetLSLIntegerItem(idx++);
13017 if (face == ScriptBaseClass.ALL_SIDES)
13018 {
13019 for (face = 0; face < 21; face++)
13020 {
13021 res.Add(new LSL_String(""));
13022 res.Add(new LSL_Vector(0,0,0));
13023 res.Add(new LSL_Vector(0,0,0));
13024 res.Add(new LSL_Float(0.0));
13025 }
13026 }
13027 else
13028 {
13029 if (face >= 0 && face < 21)
13030 {
13031 res.Add(new LSL_String(""));
13032 res.Add(new LSL_Vector(0,0,0));
13033 res.Add(new LSL_Vector(0,0,0));
13034 res.Add(new LSL_Float(0.0));
13035 }
13036 }
13037 break;
13038
13039 case (int)ScriptBaseClass.PRIM_COLOR:
13040 if (remain < 1)
13041 return null;
13042
13043 face = (int)rules.GetLSLIntegerItem(idx++);
13044
13045 if (face == ScriptBaseClass.ALL_SIDES)
13046 {
13047 for (face = 0; face < 21; face++)
13048 {
13049 res.Add(new LSL_Vector(0,0,0));
13050 res.Add(new LSL_Float(0));
13051 }
13052 }
13053 else
13054 {
13055 res.Add(new LSL_Vector(0,0,0));
13056 res.Add(new LSL_Float(0));
13057 }
13058 break;
13059
13060 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
13061 if (remain < 1)
13062 return null;
13063 face = (int)rules.GetLSLIntegerItem(idx++);
13064
13065 if (face == ScriptBaseClass.ALL_SIDES)
13066 {
13067 for (face = 0; face < 21; face++)
13068 {
13069 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
13070 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
13071 }
13072 }
13073 else
13074 {
13075 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
13076 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
13077 }
13078 break;
13079
13080 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
13081 if (remain < 1)
13082 return null;
13083 face = (int)rules.GetLSLIntegerItem(idx++);
13084
13085 if (face == ScriptBaseClass.ALL_SIDES)
13086 {
13087 for (face = 0; face < 21; face++)
13088 {
13089 res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
13090 }
13091 }
13092 else
13093 {
13094 res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
13095 }
13096 break;
13097
13098 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
13099 res.Add(new LSL_Integer(0));
13100 res.Add(new LSL_Integer(0));// softness
13101 res.Add(new LSL_Float(0.0f)); // gravity
13102 res.Add(new LSL_Float(0.0f)); // friction
13103 res.Add(new LSL_Float(0.0f)); // wind
13104 res.Add(new LSL_Float(0.0f)); // tension
13105 res.Add(new LSL_Vector(0f,0f,0f));
13106 break;
13107
13108 case (int)ScriptBaseClass.PRIM_TEXGEN:
13109 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
13110 if (remain < 1)
13111 return null;
13112 face = (int)rules.GetLSLIntegerItem(idx++);
13113
13114 if (face == ScriptBaseClass.ALL_SIDES)
13115 {
13116 for (face = 0; face < 21; face++)
13117 {
13118 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
13119 }
13120 }
13121 else
13122 {
13123 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
13124 }
13125 break;
13126
13127 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
13128 res.Add(new LSL_Integer(0));
13129 res.Add(new LSL_Vector(0f,0f,0f));
13130 res.Add(new LSL_Float(0f)); // intensity
13131 res.Add(new LSL_Float(0f)); // radius
13132 res.Add(new LSL_Float(0f)); // falloff
13133 break;
13134
13135 case (int)ScriptBaseClass.PRIM_GLOW:
13136 if (remain < 1)
13137 return null;
13138 face = (int)rules.GetLSLIntegerItem(idx++);
13139
13140 if (face == ScriptBaseClass.ALL_SIDES)
13141 {
13142 for (face = 0; face < 21; face++)
13143 {
13144 res.Add(new LSL_Float(0f));
13145 }
13146 }
13147 else
13148 {
13149 res.Add(new LSL_Float(0f));
13150 }
13151 break;
13152
13153 case (int)ScriptBaseClass.PRIM_TEXT:
13154 res.Add(new LSL_String(""));
13155 res.Add(new LSL_Vector(0f,0f,0f));
13156 res.Add(new LSL_Float(1.0f));
13157 break;
13158
13159 case (int)ScriptBaseClass.PRIM_NAME:
13160 res.Add(new LSL_String(avatar.Name));
13161 break;
13162
13163 case (int)ScriptBaseClass.PRIM_DESC:
13164 res.Add(new LSL_String(""));
13165 break;
13166
13167 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
13168 Quaternion lrot = avatar.Rotation;
13169
13170 if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart)
13171 {
13172 lrot = sitPart.RotationOffset * lrot; // apply sit part rotation offset
13173 }
13174 res.Add(new LSL_Rotation(lrot.X, lrot.Y, lrot.Z, lrot.W));
13175 break;
13176
13177 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
13178 Vector3 lpos = avatar.OffsetPosition; // pos relative to sit part
13179 Vector3 lsitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f * 2.0f);
13180 lpos -= lsitOffset;
13181
13182 if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart)
13183 {
13184 lpos = sitPart.OffsetPosition + (lpos * sitPart.RotationOffset); // make it relative to root prim
13185 }
13186 res.Add(new LSL_Vector(lpos.X,lpos.Y,lpos.Z));
13187 break;
13188
13189 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
13190 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
13191 return null;
13192
13193 return rules.GetSublist(idx, -1);
13194 }
13195 }
13196
13197 return null;
13198 }
11460 } 13199 }
11461 13200
11462 public class NotecardCache 13201 public class NotecardCache
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 33c02ef..4a46398 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -138,6 +138,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
138 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 138 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
139 internal float m_ScriptDelayFactor = 1.0f; 139 internal float m_ScriptDelayFactor = 1.0f;
140 internal float m_ScriptDistanceFactor = 1.0f; 140 internal float m_ScriptDistanceFactor = 1.0f;
141 internal bool m_debuggerSafe = false;
141 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 142 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
142 143
143 protected IUrlModule m_UrlModule = null; 144 protected IUrlModule m_UrlModule = null;
@@ -147,6 +148,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
147 m_ScriptEngine = ScriptEngine; 148 m_ScriptEngine = ScriptEngine;
148 m_host = host; 149 m_host = host;
149 m_item = item; 150 m_item = item;
151 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
150 152
151 m_UrlModule = m_ScriptEngine.World.RequestModuleInterface<IUrlModule>(); 153 m_UrlModule = m_ScriptEngine.World.RequestModuleInterface<IUrlModule>();
152 154
@@ -210,7 +212,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
210 212
211 internal void OSSLError(string msg) 213 internal void OSSLError(string msg)
212 { 214 {
213 throw new ScriptException("OSSL Runtime Error: " + msg); 215 if (m_debuggerSafe)
216 {
217 OSSLShoutError(msg);
218 }
219 else
220 {
221 throw new ScriptException("OSSL Runtime Error: " + msg);
222 }
214 } 223 }
215 224
216 /// <summary> 225 /// <summary>
@@ -245,11 +254,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
245 wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message); 254 wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message);
246 } 255 }
247 256
257 // Returns of the function is allowed. Throws a script exception if not allowed.
248 public void CheckThreatLevel(ThreatLevel level, string function) 258 public void CheckThreatLevel(ThreatLevel level, string function)
249 { 259 {
250 if (!m_OSFunctionsEnabled) 260 if (!m_OSFunctionsEnabled)
251 OSSLError(String.Format("{0} permission denied. All OS functions are disabled.", function)); // throws 261 OSSLError(String.Format("{0} permission denied. All OS functions are disabled.", function)); // throws
252 262
263 string reasonWhyNot = CheckThreatLevelTest(level, function);
264 if (!String.IsNullOrEmpty(reasonWhyNot))
265 {
266 OSSLError(reasonWhyNot);
267 }
268 }
269
270 // Check to see if function is allowed. Returns an empty string if function permitted
271 // or a string explaining why this function can't be used.
272 private string CheckThreatLevelTest(ThreatLevel level, string function)
273 {
253 if (!m_FunctionPerms.ContainsKey(function)) 274 if (!m_FunctionPerms.ContainsKey(function))
254 { 275 {
255 FunctionPerms perms = new FunctionPerms(); 276 FunctionPerms perms = new FunctionPerms();
@@ -329,10 +350,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
329 { 350 {
330 // Allow / disallow by threat level 351 // Allow / disallow by threat level
331 if (level > m_MaxThreatLevel) 352 if (level > m_MaxThreatLevel)
332 OSSLError( 353 return
333 String.Format( 354 String.Format(
334 "{0} permission denied. Allowed threat level is {1} but function threat level is {2}.", 355 "{0} permission denied. Allowed threat level is {1} but function threat level is {2}.",
335 function, m_MaxThreatLevel, level)); 356 function, m_MaxThreatLevel, level);
336 } 357 }
337 else 358 else
338 { 359 {
@@ -342,7 +363,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
342 if (m_FunctionPerms[function].AllowedOwners.Contains(m_host.OwnerID)) 363 if (m_FunctionPerms[function].AllowedOwners.Contains(m_host.OwnerID))
343 { 364 {
344 // prim owner is in the list of allowed owners 365 // prim owner is in the list of allowed owners
345 return; 366 return String.Empty;
346 } 367 }
347 368
348 UUID ownerID = m_item.OwnerID; 369 UUID ownerID = m_item.OwnerID;
@@ -354,7 +375,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
354 375
355 if (land.LandData.GroupID == m_item.GroupID && land.LandData.GroupID != UUID.Zero) 376 if (land.LandData.GroupID == m_item.GroupID && land.LandData.GroupID != UUID.Zero)
356 { 377 {
357 return; 378 return String.Empty;
358 } 379 }
359 } 380 }
360 381
@@ -365,7 +386,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
365 386
366 if (land.LandData.OwnerID == ownerID) 387 if (land.LandData.OwnerID == ownerID)
367 { 388 {
368 return; 389 return String.Empty;
369 } 390 }
370 } 391 }
371 392
@@ -375,7 +396,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
375 //Only Estate Managers may use the function 396 //Only Estate Managers may use the function
376 if (World.RegionInfo.EstateSettings.IsEstateManagerOrOwner(ownerID) && World.RegionInfo.EstateSettings.EstateOwner != ownerID) 397 if (World.RegionInfo.EstateSettings.IsEstateManagerOrOwner(ownerID) && World.RegionInfo.EstateSettings.EstateOwner != ownerID)
377 { 398 {
378 return; 399 return String.Empty;
379 } 400 }
380 } 401 }
381 402
@@ -384,25 +405,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
384 { 405 {
385 if (World.RegionInfo.EstateSettings.EstateOwner == ownerID) 406 if (World.RegionInfo.EstateSettings.EstateOwner == ownerID)
386 { 407 {
387 return; 408 return String.Empty;
388 } 409 }
389 } 410 }
390 411
391 if (!m_FunctionPerms[function].AllowedCreators.Contains(m_item.CreatorID)) 412 if (!m_FunctionPerms[function].AllowedCreators.Contains(m_item.CreatorID))
392 OSSLError( 413 return(
393 String.Format("{0} permission denied. Script creator is not in the list of users allowed to execute this function and prim owner also has no permission.", 414 String.Format("{0} permission denied. Script creator is not in the list of users allowed to execute this function and prim owner also has no permission.",
394 function)); 415 function));
395 416
396 if (m_item.CreatorID != ownerID) 417 if (m_item.CreatorID != ownerID)
397 { 418 {
398 if ((m_item.CurrentPermissions & (uint)PermissionMask.Modify) != 0) 419 if ((m_item.CurrentPermissions & (uint)PermissionMask.Modify) != 0)
399 OSSLError( 420 return String.Format("{0} permission denied. Script permissions error.", function);
400 String.Format("{0} permission denied. Script permissions error.",
401 function));
402 421
403 } 422 }
404 } 423 }
405 } 424 }
425 return String.Empty;
406 } 426 }
407 427
408 internal void OSSLDeprecated(string function, string replacement) 428 internal void OSSLDeprecated(string function, string replacement)
@@ -918,18 +938,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
918 if (target != null) 938 if (target != null)
919 { 939 {
920 UUID animID=UUID.Zero; 940 UUID animID=UUID.Zero;
921 lock (m_host.TaskInventory) 941 m_host.TaskInventory.LockItemsForRead(true);
942 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
922 { 943 {
923 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 944 if (inv.Value.Name == animation)
924 { 945 {
925 if (inv.Value.Name == animation) 946 if (inv.Value.Type == (int)AssetType.Animation)
926 { 947 animID = inv.Value.AssetID;
927 if (inv.Value.Type == (int)AssetType.Animation) 948 continue;
928 animID = inv.Value.AssetID;
929 continue;
930 }
931 } 949 }
932 } 950 }
951 m_host.TaskInventory.LockItemsForRead(false);
933 if (animID == UUID.Zero) 952 if (animID == UUID.Zero)
934 target.Animator.AddAnimation(animation, m_host.UUID); 953 target.Animator.AddAnimation(animation, m_host.UUID);
935 else 954 else
@@ -970,6 +989,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
970 else 989 else
971 animID = UUID.Zero; 990 animID = UUID.Zero;
972 } 991 }
992 m_host.TaskInventory.LockItemsForRead(false);
973 993
974 if (animID == UUID.Zero) 994 if (animID == UUID.Zero)
975 target.Animator.RemoveAnimation(animation); 995 target.Animator.RemoveAnimation(animation);
@@ -1558,6 +1578,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1558 } 1578 }
1559 } 1579 }
1560 1580
1581 public string osGetPhysicsEngineType()
1582 {
1583 // High because it can be used to target attacks to known weaknesses
1584 // This would allow a new class of griefer scripts that don't even
1585 // require their user to know what they are doing (see script
1586 // kiddie)
1587 // Because it would be nice if scripts didn't blow up if the information
1588 // about the physics engine, this function returns an empty string if
1589 // the user does not have permission to see it. This as opposed to
1590 // throwing an exception.
1591 m_host.AddScriptLPS(1);
1592 string ret = String.Empty;
1593 if (String.IsNullOrEmpty(CheckThreatLevelTest(ThreatLevel.High, "osGetPhysicsEngineType")))
1594 {
1595 if (m_ScriptEngine.World.PhysicsScene != null)
1596 {
1597 ret = m_ScriptEngine.World.PhysicsScene.EngineType;
1598 // An old physics engine might have an uninitialized engine type
1599 if (ret == null)
1600 ret = "unknown";
1601 }
1602 }
1603
1604 return ret;
1605 }
1606
1561 public string osGetSimulatorVersion() 1607 public string osGetSimulatorVersion()
1562 { 1608 {
1563 // High because it can be used to target attacks to known weaknesses 1609 // High because it can be used to target attacks to known weaknesses
@@ -1812,6 +1858,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1812 1858
1813 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1859 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1814 { 1860 {
1861 m_host.TaskInventory.LockItemsForRead(true);
1815 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1862 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1816 { 1863 {
1817 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1864 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1819,6 +1866,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1819 assetID = item.AssetID; 1866 assetID = item.AssetID;
1820 } 1867 }
1821 } 1868 }
1869 m_host.TaskInventory.LockItemsForRead(false);
1822 } 1870 }
1823 1871
1824 if (assetID == UUID.Zero) 1872 if (assetID == UUID.Zero)
@@ -2304,7 +2352,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2304 CheckThreatLevel(ThreatLevel.High, "osNpcCreate"); 2352 CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
2305 m_host.AddScriptLPS(1); 2353 m_host.AddScriptLPS(1);
2306 2354
2307 return NpcCreate(firstname, lastname, position, notecard, false, false); 2355 return NpcCreate(firstname, lastname, position, notecard, true, false);
2308 } 2356 }
2309 2357
2310 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options) 2358 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
@@ -2315,24 +2363,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2315 return NpcCreate( 2363 return NpcCreate(
2316 firstname, lastname, position, notecard, 2364 firstname, lastname, position, notecard,
2317 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0, 2365 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
2318 (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0); 2366 false);
2367// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
2319 } 2368 }
2320 2369
2321 private LSL_Key NpcCreate( 2370 private LSL_Key NpcCreate(
2322 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent) 2371 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
2323 { 2372 {
2373 if (!owned)
2374 OSSLError("Unowned NPCs are unsupported");
2375
2376 string groupTitle = String.Empty;
2377
2378 if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
2379 return new LSL_Key(UUID.Zero.ToString());
2380
2381 if (firstname != String.Empty || lastname != String.Empty)
2382 {
2383 if (firstname != "Shown outfit:")
2384 groupTitle = "- NPC -";
2385 }
2386
2324 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2387 INPCModule module = World.RequestModuleInterface<INPCModule>();
2325 if (module != null) 2388 if (module != null)
2326 { 2389 {
2327 AvatarAppearance appearance = null; 2390 AvatarAppearance appearance = null;
2328 2391
2329 UUID id; 2392// UUID id;
2330 if (UUID.TryParse(notecard, out id)) 2393// if (UUID.TryParse(notecard, out id))
2331 { 2394// {
2332 ScenePresence clonePresence = World.GetScenePresence(id); 2395// ScenePresence clonePresence = World.GetScenePresence(id);
2333 if (clonePresence != null) 2396// if (clonePresence != null)
2334 appearance = clonePresence.Appearance; 2397// appearance = clonePresence.Appearance;
2335 } 2398// }
2336 2399
2337 if (appearance == null) 2400 if (appearance == null)
2338 { 2401 {
@@ -2340,9 +2403,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2340 2403
2341 if (appearanceSerialized != null) 2404 if (appearanceSerialized != null)
2342 { 2405 {
2343 OSDMap appearanceOsd = (OSDMap)OSDParser.DeserializeLLSDXml(appearanceSerialized); 2406 try
2344 appearance = new AvatarAppearance(); 2407 {
2345 appearance.Unpack(appearanceOsd); 2408 OSDMap appearanceOsd = (OSDMap)OSDParser.DeserializeLLSDXml(appearanceSerialized);
2409 appearance = new AvatarAppearance();
2410 appearance.Unpack(appearanceOsd);
2411 }
2412 catch
2413 {
2414 return UUID.Zero.ToString();
2415 }
2346 } 2416 }
2347 else 2417 else
2348 { 2418 {
@@ -2361,6 +2431,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2361 World, 2431 World,
2362 appearance); 2432 appearance);
2363 2433
2434 ScenePresence sp;
2435 if (World.TryGetScenePresence(x, out sp))
2436 {
2437 sp.Grouptitle = groupTitle;
2438 sp.SendAvatarDataToAllAgents();
2439 }
2364 return new LSL_Key(x.ToString()); 2440 return new LSL_Key(x.ToString());
2365 } 2441 }
2366 2442
@@ -2664,16 +2740,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2664 CheckThreatLevel(ThreatLevel.High, "osNpcRemove"); 2740 CheckThreatLevel(ThreatLevel.High, "osNpcRemove");
2665 m_host.AddScriptLPS(1); 2741 m_host.AddScriptLPS(1);
2666 2742
2667 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2743 ManualResetEvent ev = new ManualResetEvent(false);
2668 if (module != null)
2669 {
2670 UUID npcId = new UUID(npc.m_string);
2671 2744
2672 if (!module.CheckPermissions(npcId, m_host.OwnerID)) 2745 Util.FireAndForget(delegate(object x) {
2673 return; 2746 try
2747 {
2748 INPCModule module = World.RequestModuleInterface<INPCModule>();
2749 if (module != null)
2750 {
2751 UUID npcId = new UUID(npc.m_string);
2674 2752
2675 module.DeleteNPC(npcId, World); 2753 ILandObject l = World.LandChannel.GetLandObject(m_host.GroupPosition.X, m_host.GroupPosition.Y);
2676 } 2754 if (l == null || m_host.OwnerID != l.LandData.OwnerID)
2755 {
2756 if (!module.CheckPermissions(npcId, m_host.OwnerID))
2757 return;
2758 }
2759
2760 module.DeleteNPC(npcId, World);
2761 }
2762 }
2763 finally
2764 {
2765 ev.Set();
2766 }
2767 });
2768 ev.WaitOne();
2677 } 2769 }
2678 2770
2679 public void osNpcPlayAnimation(LSL_Key npc, string animation) 2771 public void osNpcPlayAnimation(LSL_Key npc, string animation)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index dd45406..d3ef378 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -93,7 +93,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
93 private const int AGENT = 1; 93 private const int AGENT = 1;
94 private const int AGENT_BY_USERNAME = 0x10; 94 private const int AGENT_BY_USERNAME = 0x10;
95 private const int NPC = 0x20; 95 private const int NPC = 0x20;
96 private const int OS_NPC = 0x01000000;
97 private const int ACTIVE = 2; 96 private const int ACTIVE = 2;
98 private const int PASSIVE = 4; 97 private const int PASSIVE = 4;
99 private const int SCRIPTED = 8; 98 private const int SCRIPTED = 8;
@@ -240,7 +239,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
240 List<SensedEntity> sensedEntities = new List<SensedEntity>(); 239 List<SensedEntity> sensedEntities = new List<SensedEntity>();
241 240
242 // Is the sensor type is AGENT and not SCRIPTED then include agents 241 // Is the sensor type is AGENT and not SCRIPTED then include agents
243 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC | OS_NPC)) != 0 && (ts.type & SCRIPTED) == 0) 242 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
244 { 243 {
245 sensedEntities.AddRange(doAgentSensor(ts)); 244 sensedEntities.AddRange(doAgentSensor(ts));
246 } 245 }
@@ -339,7 +338,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
339 float dy; 338 float dy;
340 float dz; 339 float dz;
341 340
342 Quaternion q = SensePoint.GetWorldRotation(); 341// Quaternion q = SensePoint.RotationOffset;
342 Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
343 if (SensePoint.ParentGroup.IsAttachment) 343 if (SensePoint.ParentGroup.IsAttachment)
344 { 344 {
345 // In attachments, rotate the sensor cone with the 345 // In attachments, rotate the sensor cone with the
@@ -353,7 +353,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
353 // Position of a sensor in a child prim attached to an avatar 353 // Position of a sensor in a child prim attached to an avatar
354 // will be still wrong. 354 // will be still wrong.
355 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 355 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
356 q = avatar.Rotation * q; 356 fromRegionPos = avatar.AbsolutePosition;
357 q = avatar.Rotation;
357 } 358 }
358 359
359 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q); 360 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q);
@@ -480,7 +481,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
480 // Position of a sensor in a child prim attached to an avatar 481 // Position of a sensor in a child prim attached to an avatar
481 // will be still wrong. 482 // will be still wrong.
482 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 483 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
483 q = avatar.Rotation * q; 484 if (avatar == null)
485 return sensedEntities;
486 fromRegionPos = avatar.AbsolutePosition;
487 q = avatar.Rotation;
484 } 488 }
485 489
486 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q); 490 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q);
@@ -496,7 +500,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
496// "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}", 500// "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}",
497// presence.Name, presence.PresenceType, ts.name, ts.type); 501// presence.Name, presence.PresenceType, ts.name, ts.type);
498 502
499 if ((ts.type & NPC) == 0 && (ts.type & OS_NPC) == 0 && presence.PresenceType == PresenceType.Npc) 503 if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc)
500 { 504 {
501 INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene); 505 INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene);
502 if (npcData == null || !npcData.SenseAsAgent) 506 if (npcData == null || !npcData.SenseAsAgent)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index 0b14565..68aacd2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -123,25 +123,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
123 if (Timers.Count == 0) 123 if (Timers.Count == 0)
124 return; 124 return;
125 125
126 Dictionary<string, TimerInfo>.ValueCollection tvals;
126 lock (TimerListLock) 127 lock (TimerListLock)
127 { 128 {
128 // Go through all timers 129 // Go through all timers
129 Dictionary<string, TimerInfo>.ValueCollection tvals = Timers.Values; 130 tvals = Timers.Values;
130 foreach (TimerInfo ts in tvals) 131 }
132
133 foreach (TimerInfo ts in tvals)
134 {
135 // Time has passed?
136 if (ts.next < DateTime.Now.Ticks)
131 { 137 {
132 // Time has passed? 138 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
133 if (ts.next < DateTime.Now.Ticks) 139 // Add it to queue
134 { 140 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
135 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 141 new EventParams("timer", new Object[0],
136 // Add it to queue 142 new DetectParams[0]));
137 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 143 // set next interval
138 new EventParams("timer", new Object[0], 144
139 new DetectParams[0])); 145 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
140 // set next interval 146 ts.next = DateTime.Now.Ticks + ts.interval;
141
142 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
143 ts.next = DateTime.Now.Ticks + ts.interval;
144 }
145 } 147 }
146 } 148 }
147 } 149 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
new file mode 100644
index 0000000..ab215f3
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,46 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Collections;
29using OpenSim.Region.ScriptEngine.Interfaces;
30
31using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
32using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
33using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
34using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
35using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
36using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
37using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
38
39namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
40{
41 public interface ICM_Api
42 {
43 string cmDetectedCountry(int num);
44 string cmGetAgentCountry(key key);
45 }
46}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
index 98f8be7..9bf6f9b 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -126,6 +126,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
126 LSL_Float llGetEnergy(); 126 LSL_Float llGetEnergy();
127 LSL_Vector llGetForce(); 127 LSL_Vector llGetForce();
128 LSL_Integer llGetFreeMemory(); 128 LSL_Integer llGetFreeMemory();
129 LSL_Integer llGetUsedMemory();
129 LSL_Integer llGetFreeURLs(); 130 LSL_Integer llGetFreeURLs();
130 LSL_Vector llGetGeometricCenter(); 131 LSL_Vector llGetGeometricCenter();
131 LSL_Float llGetGMTclock(); 132 LSL_Float llGetGMTclock();
@@ -149,6 +150,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
149 LSL_Vector llGetLocalPos(); 150 LSL_Vector llGetLocalPos();
150 LSL_Rotation llGetLocalRot(); 151 LSL_Rotation llGetLocalRot();
151 LSL_Float llGetMass(); 152 LSL_Float llGetMass();
153 LSL_Float llGetMassMKS();
152 LSL_Integer llGetMemoryLimit(); 154 LSL_Integer llGetMemoryLimit();
153 void llGetNextEmail(string address, string subject); 155 void llGetNextEmail(string address, string subject);
154 LSL_String llGetNotecardLine(string name, int line); 156 LSL_String llGetNotecardLine(string name, int line);
@@ -202,12 +204,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
202 LSL_String llGetTimestamp(); 204 LSL_String llGetTimestamp();
203 LSL_Vector llGetTorque(); 205 LSL_Vector llGetTorque();
204 LSL_Integer llGetUnixTime(); 206 LSL_Integer llGetUnixTime();
205 LSL_Integer llGetUsedMemory();
206 LSL_Vector llGetVel(); 207 LSL_Vector llGetVel();
207 LSL_Float llGetWallclock(); 208 LSL_Float llGetWallclock();
208 void llGiveInventory(string destination, string inventory); 209 void llGiveInventory(string destination, string inventory);
209 void llGiveInventoryList(string destination, string category, LSL_List inventory); 210 void llGiveInventoryList(string destination, string category, LSL_List inventory);
210 LSL_Integer llGiveMoney(string destination, int amount); 211 LSL_Integer llGiveMoney(string destination, int amount);
212 LSL_String llTransferLindenDollars(string destination, int amount);
211 void llGodLikeRezObject(string inventory, LSL_Vector pos); 213 void llGodLikeRezObject(string inventory, LSL_Vector pos);
212 LSL_Float llGround(LSL_Vector offset); 214 LSL_Float llGround(LSL_Vector offset);
213 LSL_Vector llGroundContour(LSL_Vector offset); 215 LSL_Vector llGroundContour(LSL_Vector offset);
@@ -330,6 +332,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
330 void llSensorRemove(); 332 void llSensorRemove();
331 void llSensorRepeat(string name, string id, int type, double range, double arc, double rate); 333 void llSensorRepeat(string name, string id, int type, double range, double arc, double rate);
332 void llSetAlpha(double alpha, int face); 334 void llSetAlpha(double alpha, int face);
335 void llSetAngularVelocity(LSL_Vector angvelocity, int local);
333 void llSetBuoyancy(double buoyancy); 336 void llSetBuoyancy(double buoyancy);
334 void llSetCameraAtOffset(LSL_Vector offset); 337 void llSetCameraAtOffset(LSL_Vector offset);
335 void llSetCameraEyeOffset(LSL_Vector offset); 338 void llSetCameraEyeOffset(LSL_Vector offset);
@@ -356,11 +359,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
356 void llSetParcelMusicURL(string url); 359 void llSetParcelMusicURL(string url);
357 void llSetPayPrice(int price, LSL_List quick_pay_buttons); 360 void llSetPayPrice(int price, LSL_List quick_pay_buttons);
358 void llSetPos(LSL_Vector pos); 361 void llSetPos(LSL_Vector pos);
362 LSL_Integer llSetRegionPos(LSL_Vector pos);
359 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules); 363 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules);
360 void llSetPrimitiveParams(LSL_List rules); 364 void llSetPrimitiveParams(LSL_List rules);
361 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules); 365 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules);
362 void llSetPrimURL(string url); 366 void llSetPrimURL(string url);
363 LSL_Integer llSetRegionPos(LSL_Vector pos);
364 void llSetRemoteScriptAccessPin(int pin); 367 void llSetRemoteScriptAccessPin(int pin);
365 void llSetRot(LSL_Rotation rot); 368 void llSetRot(LSL_Rotation rot);
366 void llSetScale(LSL_Vector scale); 369 void llSetScale(LSL_Vector scale);
@@ -380,6 +383,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
380 void llSetVehicleRotationParam(int param, LSL_Rotation rot); 383 void llSetVehicleRotationParam(int param, LSL_Rotation rot);
381 void llSetVehicleType(int type); 384 void llSetVehicleType(int type);
382 void llSetVehicleVectorParam(int param, LSL_Vector vec); 385 void llSetVehicleVectorParam(int param, LSL_Vector vec);
386 void llSetVelocity(LSL_Vector velocity, int local);
383 void llShout(int channelID, string text); 387 void llShout(int channelID, string text);
384 LSL_Float llSin(double f); 388 LSL_Float llSin(double f);
385 void llSitTarget(LSL_Vector offset, LSL_Rotation rot); 389 void llSitTarget(LSL_Vector offset, LSL_Rotation rot);
@@ -423,9 +427,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
423 LSL_Vector llWind(LSL_Vector offset); 427 LSL_Vector llWind(LSL_Vector offset);
424 LSL_String llXorBase64Strings(string str1, string str2); 428 LSL_String llXorBase64Strings(string str1, string str2);
425 LSL_String llXorBase64StringsCorrect(string str1, string str2); 429 LSL_String llXorBase64StringsCorrect(string str1, string str2);
426 void print(string str); 430 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
431 void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density);
427 432
428 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules, string originFunc); 433 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules, string originFunc);
434 void llSetKeyframedMotion(LSL_List frames, LSL_List options);
429 LSL_List GetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 435 LSL_List GetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
430 } 436 }
431} 437}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index cdd9ea8..7eb347e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -144,7 +144,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
144 // Avatar Info Commands 144 // Avatar Info Commands
145 string osGetAgentIP(string agent); 145 string osGetAgentIP(string agent);
146 LSL_List osGetAgents(); 146 LSL_List osGetAgents();
147 147
148 // Teleport commands 148 // Teleport commands
149 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 149 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
150 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 150 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
@@ -259,6 +259,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
259 259
260 string osGetScriptEngineName(); 260 string osGetScriptEngineName();
261 string osGetSimulatorVersion(); 261 string osGetSimulatorVersion();
262 string osGetPhysicsEngineType();
262 Object osParseJSONNew(string JSON); 263 Object osParseJSONNew(string JSON);
263 Hashtable osParseJSON(string JSON); 264 Hashtable osParseJSON(string JSON);
264 265
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
new file mode 100644
index 0000000..4132dfa
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
@@ -0,0 +1,71 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Runtime.Remoting.Lifetime;
30using System.Threading;
31using System.Reflection;
32using System.Collections;
33using System.Collections.Generic;
34using OpenSim.Framework;
35using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
38using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
39using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
40using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
41using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
42using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
43using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
44using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
45using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
46
47namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
48{
49 public partial class ScriptBaseClass : MarshalByRefObject
50 {
51 public ICM_Api m_CM_Functions;
52
53 public void ApiTypeCM(IScriptApi api)
54 {
55 if (!(api is ICM_Api))
56 return;
57
58 m_CM_Functions = (ICM_Api)api;
59 }
60
61 public string cmDetectedCountry(int num)
62 {
63 return m_CM_Functions.cmDetectedCountry(num);
64 }
65
66 public string cmGetAgentCountry(key key)
67 {
68 return m_CM_Functions.cmGetAgentCountry(key);
69 }
70 }
71}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index 880841b..0dd5a57 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -56,7 +56,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
56 public const int ACTIVE = 2; 56 public const int ACTIVE = 2;
57 public const int PASSIVE = 4; 57 public const int PASSIVE = 4;
58 public const int SCRIPTED = 8; 58 public const int SCRIPTED = 8;
59 public const int OS_NPC = 0x01000000;
60 59
61 public const int CONTROL_FWD = 1; 60 public const int CONTROL_FWD = 1;
62 public const int CONTROL_BACK = 2; 61 public const int CONTROL_BACK = 2;
@@ -95,6 +94,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
95 public const int AGENT_CROUCHING = 1024; 94 public const int AGENT_CROUCHING = 1024;
96 public const int AGENT_BUSY = 2048; 95 public const int AGENT_BUSY = 2048;
97 public const int AGENT_ALWAYS_RUN = 4096; 96 public const int AGENT_ALWAYS_RUN = 4096;
97 public const int AGENT_MALE = 8192;
98 98
99 //Particle Systems 99 //Particle Systems
100 public const int PSYS_PART_INTERP_COLOR_MASK = 1; 100 public const int PSYS_PART_INTERP_COLOR_MASK = 1;
@@ -337,6 +337,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
337 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 337 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
338 public const int CHANGED_MEDIA = 2048; 338 public const int CHANGED_MEDIA = 2048;
339 public const int CHANGED_ANIMATION = 16384; 339 public const int CHANGED_ANIMATION = 16384;
340 public const int CHANGED_POSITION = 32768;
340 public const int TYPE_INVALID = 0; 341 public const int TYPE_INVALID = 0;
341 public const int TYPE_INTEGER = 1; 342 public const int TYPE_INTEGER = 1;
342 public const int TYPE_FLOAT = 2; 343 public const int TYPE_FLOAT = 2;
@@ -643,6 +644,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
643 public const int PRIM_MEDIA_PERM_OWNER = 1; 644 public const int PRIM_MEDIA_PERM_OWNER = 1;
644 public const int PRIM_MEDIA_PERM_GROUP = 2; 645 public const int PRIM_MEDIA_PERM_GROUP = 2;
645 public const int PRIM_MEDIA_PERM_ANYONE = 4; 646 public const int PRIM_MEDIA_PERM_ANYONE = 4;
647
648 public const int PRIM_PHYSICS_SHAPE_TYPE = 30;
649 public const int PRIM_PHYSICS_SHAPE_PRIM = 0;
650 public const int PRIM_PHYSICS_SHAPE_CONVEX = 2;
651 public const int PRIM_PHYSICS_SHAPE_NONE = 1;
652
653 public const int PRIM_PHYSICS_MATERIAL = 31;
654 public const int DENSITY = 1;
655 public const int FRICTION = 2;
656 public const int RESTITUTION = 4;
657 public const int GRAVITY_MULTIPLIER = 8;
646 658
647 // extra constants for llSetPrimMediaParams 659 // extra constants for llSetPrimMediaParams
648 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0); 660 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0);
@@ -715,7 +727,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
715 727
716 public static readonly LSLInteger RCERR_UNKNOWN = -1; 728 public static readonly LSLInteger RCERR_UNKNOWN = -1;
717 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2; 729 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2;
718 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3; 730 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = -3;
731
732 public const int KFM_MODE = 1;
733 public const int KFM_LOOP = 1;
734 public const int KFM_REVERSE = 3;
735 public const int KFM_FORWARD = 0;
736 public const int KFM_PING_PONG = 2;
737 public const int KFM_DATA = 2;
738 public const int KFM_TRANSLATION = 2;
739 public const int KFM_ROTATION = 1;
740 public const int KFM_COMMAND = 0;
741 public const int KFM_CMD_PLAY = 0;
742 public const int KFM_CMD_STOP = 1;
743 public const int KFM_CMD_PAUSE = 2;
719 744
720 /// <summary> 745 /// <summary>
721 /// process name parameter as regex 746 /// process name parameter as regex
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 36803a4..8ecc4f8 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -314,6 +315,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
314 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 315 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
315 } 316 }
316 317
318 [DebuggerNonUserCode]
317 public void llDie() 319 public void llDie()
318 { 320 {
319 m_LSL_Functions.llDie(); 321 m_LSL_Functions.llDie();
@@ -474,6 +476,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
474 return m_LSL_Functions.llGetFreeMemory(); 476 return m_LSL_Functions.llGetFreeMemory();
475 } 477 }
476 478
479 public LSL_Integer llGetUsedMemory()
480 {
481 return m_LSL_Functions.llGetUsedMemory();
482 }
483
477 public LSL_Integer llGetFreeURLs() 484 public LSL_Integer llGetFreeURLs()
478 { 485 {
479 return m_LSL_Functions.llGetFreeURLs(); 486 return m_LSL_Functions.llGetFreeURLs();
@@ -579,6 +586,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
579 return m_LSL_Functions.llGetMass(); 586 return m_LSL_Functions.llGetMass();
580 } 587 }
581 588
589 public LSL_Float llGetMassMKS()
590 {
591 return m_LSL_Functions.llGetMassMKS();
592 }
593
582 public LSL_Integer llGetMemoryLimit() 594 public LSL_Integer llGetMemoryLimit()
583 { 595 {
584 return m_LSL_Functions.llGetMemoryLimit(); 596 return m_LSL_Functions.llGetMemoryLimit();
@@ -844,11 +856,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
844 return m_LSL_Functions.llGetUnixTime(); 856 return m_LSL_Functions.llGetUnixTime();
845 } 857 }
846 858
847 public LSL_Integer llGetUsedMemory()
848 {
849 return m_LSL_Functions.llGetUsedMemory();
850 }
851
852 public LSL_Vector llGetVel() 859 public LSL_Vector llGetVel()
853 { 860 {
854 return m_LSL_Functions.llGetVel(); 861 return m_LSL_Functions.llGetVel();
@@ -874,6 +881,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
874 return m_LSL_Functions.llGiveMoney(destination, amount); 881 return m_LSL_Functions.llGiveMoney(destination, amount);
875 } 882 }
876 883
884 public LSL_String llTransferLindenDollars(string destination, int amount)
885 {
886 return m_LSL_Functions.llTransferLindenDollars(destination, amount);
887 }
888
877 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 889 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
878 { 890 {
879 m_LSL_Functions.llGodLikeRezObject(inventory, pos); 891 m_LSL_Functions.llGodLikeRezObject(inventory, pos);
@@ -1483,6 +1495,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1483 m_LSL_Functions.llSetAlpha(alpha, face); 1495 m_LSL_Functions.llSetAlpha(alpha, face);
1484 } 1496 }
1485 1497
1498 public void llSetAngularVelocity(LSL_Vector angvelocity, int local)
1499 {
1500 m_LSL_Functions.llSetAngularVelocity(angvelocity, local);
1501 }
1502
1486 public void llSetBuoyancy(double buoyancy) 1503 public void llSetBuoyancy(double buoyancy)
1487 { 1504 {
1488 m_LSL_Functions.llSetBuoyancy(buoyancy); 1505 m_LSL_Functions.llSetBuoyancy(buoyancy);
@@ -1608,6 +1625,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1608 m_LSL_Functions.llSetPos(pos); 1625 m_LSL_Functions.llSetPos(pos);
1609 } 1626 }
1610 1627
1628 public LSL_Integer llSetRegionPos(LSL_Vector pos)
1629 {
1630 return m_LSL_Functions.llSetRegionPos(pos);
1631 }
1632
1611 public void llSetPrimitiveParams(LSL_List rules) 1633 public void llSetPrimitiveParams(LSL_List rules)
1612 { 1634 {
1613 m_LSL_Functions.llSetPrimitiveParams(rules); 1635 m_LSL_Functions.llSetPrimitiveParams(rules);
@@ -1623,11 +1645,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1623 m_LSL_Functions.llSetPrimURL(url); 1645 m_LSL_Functions.llSetPrimURL(url);
1624 } 1646 }
1625 1647
1626 public LSL_Integer llSetRegionPos(LSL_Vector pos)
1627 {
1628 return m_LSL_Functions.llSetRegionPos(pos);
1629 }
1630
1631 public void llSetRemoteScriptAccessPin(int pin) 1648 public void llSetRemoteScriptAccessPin(int pin)
1632 { 1649 {
1633 m_LSL_Functions.llSetRemoteScriptAccessPin(pin); 1650 m_LSL_Functions.llSetRemoteScriptAccessPin(pin);
@@ -1723,6 +1740,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1723 m_LSL_Functions.llSetVehicleVectorParam(param, vec); 1740 m_LSL_Functions.llSetVehicleVectorParam(param, vec);
1724 } 1741 }
1725 1742
1743 public void llSetVelocity(LSL_Vector velocity, int local)
1744 {
1745 m_LSL_Functions.llSetVelocity(velocity, local);
1746 }
1747
1726 public void llShout(int channelID, string text) 1748 public void llShout(int channelID, string text)
1727 { 1749 {
1728 m_LSL_Functions.llShout(channelID, text); 1750 m_LSL_Functions.llShout(channelID, text);
@@ -1973,9 +1995,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1973 return m_LSL_Functions.llClearLinkMedia(link, face); 1995 return m_LSL_Functions.llClearLinkMedia(link, face);
1974 } 1996 }
1975 1997
1976 public void print(string str) 1998 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1999 {
2000 return m_LSL_Functions.llGetLinkNumberOfSides(link);
2001 }
2002
2003 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
2004 {
2005 m_LSL_Functions.llSetKeyframedMotion(frames, options);
2006 }
2007
2008 public void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density)
1977 { 2009 {
1978 m_LSL_Functions.print(str); 2010 m_LSL_Functions.llSetPhysicsMaterial(material_bits, material_gravity_modifier, material_restitution, material_friction, material_density);
1979 } 2011 }
1980 } 2012 }
1981} 2013}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index 143b497..2e27f16 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,9 +72,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
75 public void lsClearWindlightScene() 76 public void lsClearWindlightScene()
76 { 77 {
77 m_LS_Functions.lsClearWindlightScene(); 78 m_LS_Functions.lsClearWindlightScene();
78 } 79 }
80
81 public LSL_List cmGetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsGetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightScene(LSL_List rules)
87 {
88 return m_LS_Functions.lsSetWindlightScene(rules);
89 }
90
91 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
92 {
93 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
94 }
95
96 public void cmClearWindlightScene()
97 {
98 m_LS_Functions.lsClearWindlightScene();
99 }
79 } 100 }
80} 101}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs
index afa9ae0..c9902e4 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs
@@ -420,6 +420,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
420 return m_OSSL_Functions.osGetScriptEngineName(); 420 return m_OSSL_Functions.osGetScriptEngineName();
421 } 421 }
422 422
423 public string osGetPhysicsEngineType()
424 {
425 return m_OSSL_Functions.osGetPhysicsEngineType();
426 }
427
423 public string osGetSimulatorVersion() 428 public string osGetSimulatorVersion()
424 { 429 {
425 return m_OSSL_Functions.osGetSimulatorVersion(); 430 return m_OSSL_Functions.osGetSimulatorVersion();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index 5a58f73..22804f5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
@@ -35,6 +35,7 @@ using OpenMetaverse;
35using OpenSim.Framework; 35using OpenSim.Framework;
36using OpenSim.Region.CoreModules; 36using OpenSim.Region.CoreModules;
37using OpenSim.Region.Framework.Scenes; 37using OpenSim.Region.Framework.Scenes;
38using OpenSim.Services.Interfaces;
38using OpenSim.Region.Framework.Interfaces; 39using OpenSim.Region.Framework.Interfaces;
39 40
40namespace OpenSim.Region.ScriptEngine.Shared 41namespace OpenSim.Region.ScriptEngine.Shared
@@ -102,6 +103,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
102 Type = 0; 103 Type = 0;
103 Velocity = new LSL_Types.Vector3(); 104 Velocity = new LSL_Types.Vector3();
104 initializeSurfaceTouch(); 105 initializeSurfaceTouch();
106 Country = String.Empty;
105 } 107 }
106 108
107 public UUID Key; 109 public UUID Key;
@@ -133,6 +135,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
133 private int touchFace; 135 private int touchFace;
134 public int TouchFace { get { return touchFace; } } 136 public int TouchFace { get { return touchFace; } }
135 137
138 public string Country;
139
136 // This can be done in two places including the constructor 140 // This can be done in two places including the constructor
137 // so be carefull what gets added here 141 // so be carefull what gets added here
138 private void initializeSurfaceTouch() 142 private void initializeSurfaceTouch()
@@ -180,6 +184,10 @@ namespace OpenSim.Region.ScriptEngine.Shared
180 return; 184 return;
181 185
182 Name = presence.Firstname + " " + presence.Lastname; 186 Name = presence.Firstname + " " + presence.Lastname;
187 UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, Key);
188 if (account != null)
189 Country = account.UserCountry;
190
183 Owner = Key; 191 Owner = Key;
184 Position = new LSL_Types.Vector3(presence.AbsolutePosition); 192 Position = new LSL_Types.Vector3(presence.AbsolutePosition);
185 Rotation = new LSL_Types.Quaternion( 193 Rotation = new LSL_Types.Quaternion(
@@ -189,22 +197,27 @@ namespace OpenSim.Region.ScriptEngine.Shared
189 presence.Rotation.W); 197 presence.Rotation.W);
190 Velocity = new LSL_Types.Vector3(presence.Velocity); 198 Velocity = new LSL_Types.Vector3(presence.Velocity);
191 199
192 if (presence.PresenceType != PresenceType.Npc) 200 Type = 0x01; // Avatar
193 { 201 if (presence.PresenceType == PresenceType.Npc)
194 Type = AGENT; 202 Type = 0x20;
195 } 203
196 else 204 // Cope Impl. We don't use OS_NPC.
197 { 205 //if (presence.PresenceType != PresenceType.Npc)
198 Type = OS_NPC; 206 //{
199 207 // Type = AGENT;
200 INPCModule npcModule = scene.RequestModuleInterface<INPCModule>(); 208 //}
201 INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene); 209 //else
202 210 //{
203 if (npcData.SenseAsAgent) 211 // Type = OS_NPC;
204 { 212
205 Type |= AGENT; 213 // INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
206 } 214 // INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
207 } 215
216 // if (npcData.SenseAsAgent)
217 // {
218 // Type |= AGENT;
219 // }
220 //}
208 221
209 if (presence.Velocity != Vector3.Zero) 222 if (presence.Velocity != Vector3.Zero)
210 Type |= ACTIVE; 223 Type |= ACTIVE;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index f172216..ff4d130 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -30,6 +30,7 @@ using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Globalization; 31using System.Globalization;
32using System.IO; 32using System.IO;
33using System.Diagnostics; //for [DebuggerNonUserCode]
33using System.Reflection; 34using System.Reflection;
34using System.Runtime.Remoting; 35using System.Runtime.Remoting;
35using System.Runtime.Remoting.Lifetime; 36using System.Runtime.Remoting.Lifetime;
@@ -157,24 +158,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
157 158
158 public UUID AppDomain { get; set; } 159 public UUID AppDomain { get; set; }
159 160
160 /// <summary>
161 /// Scene part in which this script instance is contained.
162 /// </summary>
163 public SceneObjectPart Part { get; private set; }
164
165 public string PrimName { get; private set; } 161 public string PrimName { get; private set; }
166 162
167 public string ScriptName { get; private set; } 163 public string ScriptName { get; private set; }
168 164
169 public UUID ItemID { get; private set; } 165 public UUID ItemID { get; private set; }
170 166
171 public UUID ObjectID { get { return Part.UUID; } } 167 public UUID ObjectID { get; private set; }
172 168
173 public uint LocalID { get { return Part.LocalId; } } 169 public uint LocalID { get; private set; }
174 170
175 public UUID RootObjectID { get { return Part.ParentGroup.UUID; } } 171 public UUID RootObjectID { get; private set; }
176 172
177 public uint RootLocalID { get { return Part.ParentGroup.LocalId; } } 173 public uint RootLocalID { get; private set; }
178 174
179 public UUID AssetID { get; private set; } 175 public UUID AssetID { get; private set; }
180 176
@@ -219,7 +215,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
219 EventQueue = new Queue(32); 215 EventQueue = new Queue(32);
220 216
221 Engine = engine; 217 Engine = engine;
222 Part = part; 218 LocalID = part.LocalId;
219 ObjectID = part.UUID;
220 RootLocalID = part.ParentGroup.LocalId;
221 RootObjectID = part.ParentGroup.UUID;
223 ItemID = itemID; 222 ItemID = itemID;
224 AssetID = assetID; 223 AssetID = assetID;
225 PrimName = primName; 224 PrimName = primName;
@@ -229,15 +228,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
229 m_MaxScriptQueue = maxScriptQueue; 228 m_MaxScriptQueue = maxScriptQueue;
230 m_stateSource = stateSource; 229 m_stateSource = stateSource;
231 m_postOnRez = postOnRez; 230 m_postOnRez = postOnRez;
232 m_AttachedAvatar = Part.ParentGroup.AttachedAvatar; 231 m_AttachedAvatar = part.ParentGroup.AttachedAvatar;
233 m_RegionID = Part.ParentGroup.Scene.RegionInfo.RegionID; 232 m_RegionID = part.ParentGroup.Scene.RegionInfo.RegionID;
234 233
235 lock (Part.TaskInventory) 234 if (part != null)
236 { 235 {
237 if (Part.TaskInventory.ContainsKey(ItemID)) 236 part.TaskInventory.LockItemsForRead(true);
237 if (part.TaskInventory.ContainsKey(ItemID))
238 { 238 {
239 ScriptTask = Part.TaskInventory[ItemID]; 239 ScriptTask = part.TaskInventory[ItemID];
240 } 240 }
241 part.TaskInventory.LockItemsForRead(false);
241 } 242 }
242 243
243 ApiManager am = new ApiManager(); 244 ApiManager am = new ApiManager();
@@ -321,7 +322,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
321 322
322// m_log.DebugFormat("[Script] Successfully retrieved state for script {0}.{1}", PrimName, m_ScriptName); 323// m_log.DebugFormat("[Script] Successfully retrieved state for script {0}.{1}", PrimName, m_ScriptName);
323 324
324 Part.SetScriptEvents(ItemID, 325 part.SetScriptEvents(ItemID,
325 (int)m_Script.GetStateEventFlags(State)); 326 (int)m_Script.GetStateEventFlags(State));
326 327
327 if (!Running) 328 if (!Running)
@@ -417,27 +418,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
417 PostEvent(new EventParams("attach", 418 PostEvent(new EventParams("attach",
418 new object[] { new LSL_Types.LSLString(m_AttachedAvatar.ToString()) }, new DetectParams[0])); 419 new object[] { new LSL_Types.LSLString(m_AttachedAvatar.ToString()) }, new DetectParams[0]));
419 } 420 }
421
420 } 422 }
421 } 423 }
422 424
423 private void ReleaseControls() 425 private void ReleaseControls()
424 { 426 {
425 int permsMask; 427 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
426 UUID permsGranter; 428
427 lock (Part.TaskInventory) 429 if (part != null)
428 { 430 {
429 if (!Part.TaskInventory.ContainsKey(ItemID)) 431 int permsMask;
432 UUID permsGranter;
433 part.TaskInventory.LockItemsForRead(true);
434 if (!part.TaskInventory.ContainsKey(ItemID))
435 {
436 part.TaskInventory.LockItemsForRead(false);
430 return; 437 return;
438 }
439 permsGranter = part.TaskInventory[ItemID].PermsGranter;
440 permsMask = part.TaskInventory[ItemID].PermsMask;
441 part.TaskInventory.LockItemsForRead(false);
431 442
432 permsGranter = Part.TaskInventory[ItemID].PermsGranter; 443 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
433 permsMask = Part.TaskInventory[ItemID].PermsMask; 444 {
434 } 445 ScenePresence presence = Engine.World.GetScenePresence(permsGranter);
435 446 if (presence != null)
436 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 447 presence.UnRegisterControlEventsToScript(LocalID, ItemID);
437 { 448 }
438 ScenePresence presence = Engine.World.GetScenePresence(permsGranter);
439 if (presence != null)
440 presence.UnRegisterControlEventsToScript(LocalID, ItemID);
441 } 449 }
442 } 450 }
443 451
@@ -558,6 +566,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
558 return true; 566 return true;
559 } 567 }
560 568
569 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
561 public void SetState(string state) 570 public void SetState(string state)
562 { 571 {
563 if (state == State) 572 if (state == State)
@@ -569,7 +578,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
569 new DetectParams[0])); 578 new DetectParams[0]));
570 PostEvent(new EventParams("state_entry", new Object[0], 579 PostEvent(new EventParams("state_entry", new Object[0],
571 new DetectParams[0])); 580 new DetectParams[0]));
572 581
573 throw new EventAbortException(); 582 throw new EventAbortException();
574 } 583 }
575 584
@@ -659,57 +668,60 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
659 /// <returns></returns> 668 /// <returns></returns>
660 public object EventProcessor() 669 public object EventProcessor()
661 { 670 {
671 EventParams data = null;
662 // We check here as the thread stopping this instance from running may itself hold the m_Script lock. 672 // We check here as the thread stopping this instance from running may itself hold the m_Script lock.
663 if (!Running) 673 if (!Running)
664 return 0; 674 return 0;
665 675
666 lock (m_Script)
667 {
668// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName); 676// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
669 677
670 if (Suspended) 678 if (Suspended)
671 return 0; 679 return 0;
672
673 EventParams data = null;
674 680
675 lock (EventQueue) 681 lock (EventQueue)
682 {
683 data = (EventParams) EventQueue.Dequeue();
684 if (data == null) // Shouldn't happen
676 { 685 {
677 data = (EventParams)EventQueue.Dequeue(); 686 if (EventQueue.Count > 0 && Running && !ShuttingDown)
678 if (data == null) // Shouldn't happen
679 { 687 {
680 if (EventQueue.Count > 0 && Running && !ShuttingDown) 688 m_CurrentWorkItem = Engine.QueueEventHandler(this);
681 {
682 m_CurrentWorkItem = Engine.QueueEventHandler(this);
683 }
684 else
685 {
686 m_CurrentWorkItem = null;
687 }
688 return 0;
689 } 689 }
690 690 else
691 if (data.EventName == "timer")
692 m_TimerQueued = false;
693 if (data.EventName == "control")
694 { 691 {
695 if (m_ControlEventsInQueue > 0) 692 m_CurrentWorkItem = null;
696 m_ControlEventsInQueue--;
697 } 693 }
698 if (data.EventName == "collision") 694 return 0;
699 m_CollisionInQueue = false; 695 }
696
697 if (data.EventName == "timer")
698 m_TimerQueued = false;
699 if (data.EventName == "control")
700 {
701 if (m_ControlEventsInQueue > 0)
702 m_ControlEventsInQueue--;
700 } 703 }
704 if (data.EventName == "collision")
705 m_CollisionInQueue = false;
706 }
707
708 lock(m_Script)
709 {
710
711// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
712 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
701 713
702 if (DebugLevel >= 2) 714 if (DebugLevel >= 2)
703 m_log.DebugFormat( 715 m_log.DebugFormat(
704 "[SCRIPT INSTANCE]: Processing event {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}", 716 "[SCRIPT INSTANCE]: Processing event {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
705 data.EventName, 717 data.EventName,
706 ScriptName, 718 ScriptName,
707 Part.Name, 719 part.Name,
708 Part.LocalId, 720 part.LocalId,
709 Part.ParentGroup.Name, 721 part.ParentGroup.Name,
710 Part.ParentGroup.UUID, 722 part.ParentGroup.UUID,
711 Part.AbsolutePosition, 723 part.AbsolutePosition,
712 Part.ParentGroup.Scene.Name); 724 part.ParentGroup.Scene.Name);
713 725
714 m_DetectParams = data.DetectParams; 726 m_DetectParams = data.DetectParams;
715 727
@@ -722,17 +734,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
722 "[SCRIPT INSTANCE]: Changing state to {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}", 734 "[SCRIPT INSTANCE]: Changing state to {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
723 State, 735 State,
724 ScriptName, 736 ScriptName,
725 Part.Name, 737 part.Name,
726 Part.LocalId, 738 part.LocalId,
727 Part.ParentGroup.Name, 739 part.ParentGroup.Name,
728 Part.ParentGroup.UUID, 740 part.ParentGroup.UUID,
729 Part.AbsolutePosition, 741 part.AbsolutePosition,
730 Part.ParentGroup.Scene.Name); 742 part.ParentGroup.Scene.Name);
731 743
732 AsyncCommandManager.RemoveScript(Engine, 744 AsyncCommandManager.RemoveScript(Engine,
733 LocalID, ItemID); 745 LocalID, ItemID);
734 746
735 Part.SetScriptEvents(ItemID, (int)m_Script.GetStateEventFlags(State)); 747 if (part != null)
748 {
749 part.SetScriptEvents(ItemID,
750 (int)m_Script.GetStateEventFlags(State));
751 }
736 } 752 }
737 else 753 else
738 { 754 {
@@ -791,17 +807,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
791 text = text.Substring(0, 1000); 807 text = text.Substring(0, 1000);
792 Engine.World.SimChat(Utils.StringToBytes(text), 808 Engine.World.SimChat(Utils.StringToBytes(text),
793 ChatTypeEnum.DebugChannel, 2147483647, 809 ChatTypeEnum.DebugChannel, 2147483647,
794 Part.AbsolutePosition, 810 part.AbsolutePosition,
795 Part.Name, Part.UUID, false); 811 part.Name, part.UUID, false);
796 812
797 813
798 m_log.DebugFormat( 814 m_log.DebugFormat(
799 "[SCRIPT INSTANCE]: Runtime error in script {0}, part {1} {2} at {3} in {4}, displayed error {5}, actual exception {6}", 815 "[SCRIPT INSTANCE]: Runtime error in script {0}, part {1} {2} at {3} in {4}, displayed error {5}, actual exception {6}",
800 ScriptName, 816 ScriptName,
801 PrimName, 817 PrimName,
802 Part.UUID, 818 part.UUID,
803 Part.AbsolutePosition, 819 part.AbsolutePosition,
804 Part.ParentGroup.Scene.Name, 820 part.ParentGroup.Scene.Name,
805 text.Replace("\n", "\\n"), 821 text.Replace("\n", "\\n"),
806 e.InnerException); 822 e.InnerException);
807 } 823 }
@@ -821,12 +837,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
821 else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException)) 837 else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException))
822 { 838 {
823 m_InSelfDelete = true; 839 m_InSelfDelete = true;
824 Engine.World.DeleteSceneObject(Part.ParentGroup, false); 840 if (part != null)
841 Engine.World.DeleteSceneObject(part.ParentGroup, false);
825 } 842 }
826 else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException)) 843 else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException))
827 { 844 {
828 m_InSelfDelete = true; 845 m_InSelfDelete = true;
829 Part.Inventory.RemoveInventoryItem(ItemID); 846 if (part != null)
847 part.Inventory.RemoveInventoryItem(ItemID);
830 } 848 }
831 } 849 }
832 } 850 }
@@ -873,14 +891,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
873 ReleaseControls(); 891 ReleaseControls();
874 892
875 Stop(timeout); 893 Stop(timeout);
876 Part.Inventory.GetInventoryItem(ItemID).PermsMask = 0; 894 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
877 Part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero; 895 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
896 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
897 part.CollisionSound = UUID.Zero;
878 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); 898 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
879 EventQueue.Clear(); 899 EventQueue.Clear();
880 m_Script.ResetVars(); 900 m_Script.ResetVars();
881 State = "default"; 901 State = "default";
882 902
883 Part.SetScriptEvents(ItemID, 903 part.SetScriptEvents(ItemID,
884 (int)m_Script.GetStateEventFlags(State)); 904 (int)m_Script.GetStateEventFlags(State));
885 if (running) 905 if (running)
886 Start(); 906 Start();
@@ -889,6 +909,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
889 new Object[0], new DetectParams[0])); 909 new Object[0], new DetectParams[0]));
890 } 910 }
891 911
912 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
892 public void ApiResetScript() 913 public void ApiResetScript()
893 { 914 {
894 // bool running = Running; 915 // bool running = Running;
@@ -897,15 +918,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
897 ReleaseControls(); 918 ReleaseControls();
898 919
899 m_Script.ResetVars(); 920 m_Script.ResetVars();
900 Part.Inventory.GetInventoryItem(ItemID).PermsMask = 0; 921 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
901 Part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero; 922 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
923 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
924 part.CollisionSound = UUID.Zero;
902 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); 925 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
903 926
904 EventQueue.Clear(); 927 EventQueue.Clear();
905 m_Script.ResetVars(); 928 m_Script.ResetVars();
906 State = "default"; 929 State = "default";
907 930
908 Part.SetScriptEvents(ItemID, 931 part.SetScriptEvents(ItemID,
909 (int)m_Script.GetStateEventFlags(State)); 932 (int)m_Script.GetStateEventFlags(State));
910 933
911 if (m_CurrentEvent != "state_entry") 934 if (m_CurrentEvent != "state_entry")
@@ -919,10 +942,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
919 942
920 public Dictionary<string, object> GetVars() 943 public Dictionary<string, object> GetVars()
921 { 944 {
922 if (m_Script != null) 945 return m_Script.GetVars();
923 return m_Script.GetVars();
924 else
925 return new Dictionary<string, object>();
926 } 946 }
927 947
928 public void SetVars(Dictionary<string, object> vars) 948 public void SetVars(Dictionary<string, object> vars)
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index 44fdd1a..2e61fb8 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -102,19 +102,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
102 102
103 public override string ToString() 103 public override string ToString()
104 { 104 {
105 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 105 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
106 return s; 106 return s;
107 } 107 }
108 108
109 public static explicit operator LSLString(Vector3 vec) 109 public static explicit operator LSLString(Vector3 vec)
110 { 110 {
111 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 111 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
112 return new LSLString(s); 112 return new LSLString(s);
113 } 113 }
114 114
115 public static explicit operator string(Vector3 vec) 115 public static explicit operator string(Vector3 vec)
116 { 116 {
117 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 117 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
118 return s; 118 return s;
119 } 119 }
120 120
@@ -389,19 +389,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
389 389
390 public override string ToString() 390 public override string ToString()
391 { 391 {
392 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 392 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
393 return st; 393 return st;
394 } 394 }
395 395
396 public static explicit operator string(Quaternion r) 396 public static explicit operator string(Quaternion r)
397 { 397 {
398 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 398 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
399 return s; 399 return s;
400 } 400 }
401 401
402 public static explicit operator LSLString(Quaternion r) 402 public static explicit operator LSLString(Quaternion r)
403 { 403 {
404 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 404 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
405 return new LSLString(s); 405 return new LSLString(s);
406 } 406 }
407 407
@@ -521,6 +521,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
521 size += 64; 521 size += 64;
522 else if (o is int) 522 else if (o is int)
523 size += 4; 523 size += 4;
524 else if (o is uint)
525 size += 4;
524 else if (o is string) 526 else if (o is string)
525 size += ((string)o).Length; 527 size += ((string)o).Length;
526 else if (o is float) 528 else if (o is float)
@@ -711,24 +713,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
711 713
712 public static bool operator ==(list a, list b) 714 public static bool operator ==(list a, list b)
713 { 715 {
714 int la = -1; 716 int la = a.Length;
715 int lb = -1; 717 int lb = b.Length;
716 try { la = a.Length; }
717 catch (NullReferenceException) { }
718 try { lb = b.Length; }
719 catch (NullReferenceException) { }
720 718
721 return la == lb; 719 return la == lb;
722 } 720 }
723 721
724 public static bool operator !=(list a, list b) 722 public static bool operator !=(list a, list b)
725 { 723 {
726 int la = -1; 724 int la = a.Length;
727 int lb = -1; 725 int lb = b.Length;
728 try { la = a.Length; }
729 catch (NullReferenceException) { }
730 try {lb = b.Length;}
731 catch (NullReferenceException) { }
732 726
733 return la != lb; 727 return la != lb;
734 } 728 }
@@ -962,7 +956,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
962 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r)); 956 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r));
963 } 957 }
964 958
965 if (ascending == 0) 959 if (ascending != 1)
966 { 960 {
967 ret = 0 - ret; 961 ret = 0 - ret;
968 } 962 }
@@ -995,6 +989,9 @@ namespace OpenSim.Region.ScriptEngine.Shared
995 stride = 1; 989 stride = 1;
996 } 990 }
997 991
992 if ((Data.Length % stride) != 0)
993 return new list(ret);
994
998 // we can optimize here in the case where stride == 1 and the list 995 // we can optimize here in the case where stride == 1 and the list
999 // consists of homogeneous types 996 // consists of homogeneous types
1000 997
@@ -1014,7 +1011,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
1014 if (homogeneous) 1011 if (homogeneous)
1015 { 1012 {
1016 Array.Sort(ret, new HomogeneousComparer()); 1013 Array.Sort(ret, new HomogeneousComparer());
1017 if (ascending == 0) 1014 if (ascending != 1)
1018 { 1015 {
1019 Array.Reverse(ret); 1016 Array.Reverse(ret);
1020 } 1017 }
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 8c3bb5b..34fcf0c 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Globalization; 32using System.Globalization;
32using System.IO; 33using System.IO;
33using System.Linq; 34using System.Linq;
@@ -147,6 +148,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
147 private Dictionary<UUID, IScriptInstance> m_Scripts = 148 private Dictionary<UUID, IScriptInstance> m_Scripts =
148 new Dictionary<UUID, IScriptInstance>(); 149 new Dictionary<UUID, IScriptInstance>();
149 150
151 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
152
150 // Maps the asset ID to the assembly 153 // Maps the asset ID to the assembly
151 154
152 private Dictionary<UUID, string> m_Assemblies = 155 private Dictionary<UUID, string> m_Assemblies =
@@ -169,6 +172,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
169 IWorkItemResult m_CurrentCompile = null; 172 IWorkItemResult m_CurrentCompile = null;
170 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 173 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
171 174
175 private void lockScriptsForRead(bool locked)
176 {
177 if (locked)
178 {
179 if (m_scriptsLock.RecursiveReadCount > 0)
180 {
181 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
182 m_scriptsLock.ExitReadLock();
183 }
184 if (m_scriptsLock.RecursiveWriteCount > 0)
185 {
186 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
187 m_scriptsLock.ExitWriteLock();
188 }
189
190 while (!m_scriptsLock.TryEnterReadLock(60000))
191 {
192 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
193 if (m_scriptsLock.IsWriteLockHeld)
194 {
195 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
196 }
197 }
198 }
199 else
200 {
201 if (m_scriptsLock.RecursiveReadCount > 0)
202 {
203 m_scriptsLock.ExitReadLock();
204 }
205 }
206 }
207 private void lockScriptsForWrite(bool locked)
208 {
209 if (locked)
210 {
211 if (m_scriptsLock.RecursiveReadCount > 0)
212 {
213 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
214 m_scriptsLock.ExitReadLock();
215 }
216 if (m_scriptsLock.RecursiveWriteCount > 0)
217 {
218 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
219 m_scriptsLock.ExitWriteLock();
220 }
221
222 while (!m_scriptsLock.TryEnterWriteLock(60000))
223 {
224 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
225 if (m_scriptsLock.IsWriteLockHeld)
226 {
227 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
228 }
229 }
230 }
231 else
232 {
233 if (m_scriptsLock.RecursiveWriteCount > 0)
234 {
235 m_scriptsLock.ExitWriteLock();
236 }
237 }
238 }
239
172 private ScriptEngineConsoleCommands m_consoleCommands; 240 private ScriptEngineConsoleCommands m_consoleCommands;
173 241
174 public string ScriptEngineName 242 public string ScriptEngineName
@@ -677,64 +745,69 @@ namespace OpenSim.Region.ScriptEngine.XEngine
677 { 745 {
678 if (!m_Enabled) 746 if (!m_Enabled)
679 return; 747 return;
748 lockScriptsForRead(true);
680 749
681 lock (m_Scripts) 750 List<IScriptInstance> instancesToDel = new List<IScriptInstance>(m_Scripts.Values);
682 {
683 m_log.InfoFormat(
684 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName);
685 751
686 foreach (IScriptInstance instance in m_Scripts.Values) 752// foreach (IScriptInstance instance in m_Scripts.Values)
753 foreach (IScriptInstance instance in instancesToDel)
754 {
755 // Force a final state save
756 //
757 if (m_Assemblies.ContainsKey(instance.AssetID))
687 { 758 {
688 // Force a final state save 759 string assembly = m_Assemblies[instance.AssetID];
689 //
690 if (m_Assemblies.ContainsKey(instance.AssetID))
691 {
692 string assembly = m_Assemblies[instance.AssetID];
693 760
694 try 761 try
695 { 762 {
696 instance.SaveState(assembly); 763 instance.SaveState(assembly);
697 }
698 catch (Exception e)
699 {
700 m_log.Error(
701 string.Format(
702 "[XEngine]: Failed final state save for script {0}.{1}, item UUID {2}, prim UUID {3} in {4}. Exception ",
703 instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, World.Name)
704 , e);
705 }
706 } 764 }
765 catch (Exception e)
766 {
767 m_log.Error(
768 string.Format(
769 "[XEngine]: Failed final state save for script {0}.{1}, item UUID {2}, prim UUID {3} in {4}. Exception ",
770 instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, World.Name)
771 , e);
772 }
773 }
707 774
708 // Clear the event queue and abort the instance thread 775 // Clear the event queue and abort the instance thread
709 // 776 //
710 instance.ClearQueue(); 777 instance.ClearQueue();
711 instance.Stop(0); 778 instance.Stop(0);
712 779
713 // Release events, timer, etc 780 // Release events, timer, etc
714 // 781 //
715 instance.DestroyScriptInstance(); 782 instance.DestroyScriptInstance();
716 783
717 // Unload scripts and app domains. 784 // Unload scripts and app domains
718 // Must be done explicitly because they have infinite 785 // Must be done explicitly because they have infinite
719 // lifetime. 786 // lifetime
720 // However, don't bother to do this if the simulator is shutting 787 //
721 // down since it takes a long time with many scripts. 788// if (!m_SimulatorShuttingDown)
722 if (!m_SimulatorShuttingDown) 789 {
790 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
791 if (m_DomainScripts[instance.AppDomain].Count == 0)
723 { 792 {
724 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 793 m_DomainScripts.Remove(instance.AppDomain);
725 if (m_DomainScripts[instance.AppDomain].Count == 0) 794 UnloadAppDomain(instance.AppDomain);
726 {
727 m_DomainScripts.Remove(instance.AppDomain);
728 UnloadAppDomain(instance.AppDomain);
729 }
730 } 795 }
731 } 796 }
732 797
733 m_Scripts.Clear(); 798// m_Scripts.Clear();
734 m_PrimObjects.Clear(); 799// m_PrimObjects.Clear();
735 m_Assemblies.Clear(); 800// m_Assemblies.Clear();
736 m_DomainScripts.Clear(); 801// m_DomainScripts.Clear();
737 } 802 }
803 lockScriptsForRead(false);
804 lockScriptsForWrite(true);
805 m_Scripts.Clear();
806 lockScriptsForWrite(false);
807 m_PrimObjects.Clear();
808 m_Assemblies.Clear();
809 m_DomainScripts.Clear();
810
738 lock (m_ScriptEngines) 811 lock (m_ScriptEngines)
739 { 812 {
740 m_ScriptEngines.Remove(this); 813 m_ScriptEngines.Remove(this);
@@ -803,22 +876,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
803 876
804 List<IScriptInstance> instances = new List<IScriptInstance>(); 877 List<IScriptInstance> instances = new List<IScriptInstance>();
805 878
806 lock (m_Scripts) 879 lockScriptsForRead(true);
807 { 880 foreach (IScriptInstance instance in m_Scripts.Values)
808 foreach (IScriptInstance instance in m_Scripts.Values)
809 instances.Add(instance); 881 instances.Add(instance);
810 } 882 lockScriptsForRead(false);
811 883
812 foreach (IScriptInstance i in instances) 884 foreach (IScriptInstance i in instances)
813 { 885 {
814 string assembly = String.Empty; 886 string assembly = String.Empty;
815 887
816 lock (m_Scripts) 888
817 {
818 if (!m_Assemblies.ContainsKey(i.AssetID)) 889 if (!m_Assemblies.ContainsKey(i.AssetID))
819 continue; 890 continue;
820 assembly = m_Assemblies[i.AssetID]; 891 assembly = m_Assemblies[i.AssetID];
821 } 892
822 893
823 try 894 try
824 { 895 {
@@ -1219,96 +1290,99 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1219 } 1290 }
1220 1291
1221 ScriptInstance instance = null; 1292 ScriptInstance instance = null;
1222 lock (m_Scripts) 1293 // Create the object record
1294 lockScriptsForRead(true);
1295 if ((!m_Scripts.ContainsKey(itemID)) ||
1296 (m_Scripts[itemID].AssetID != assetID))
1223 { 1297 {
1224 // Create the object record 1298 lockScriptsForRead(false);
1225 if ((!m_Scripts.ContainsKey(itemID)) ||
1226 (m_Scripts[itemID].AssetID != assetID))
1227 {
1228 UUID appDomain = assetID;
1229 1299
1230 if (part.ParentGroup.IsAttachment) 1300 UUID appDomain = assetID;
1231 appDomain = part.ParentGroup.RootPart.UUID;
1232 1301
1233 if (!m_AppDomains.ContainsKey(appDomain)) 1302 if (part.ParentGroup.IsAttachment)
1234 { 1303 appDomain = part.ParentGroup.RootPart.UUID;
1235 try
1236 {
1237 AppDomainSetup appSetup = new AppDomainSetup();
1238 appSetup.PrivateBinPath = Path.Combine(
1239 m_ScriptEnginesPath,
1240 m_Scene.RegionInfo.RegionID.ToString());
1241 1304
1242 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 1305 if (!m_AppDomains.ContainsKey(appDomain))
1243 Evidence evidence = new Evidence(baseEvidence); 1306 {
1307 try
1308 {
1309 AppDomainSetup appSetup = new AppDomainSetup();
1310 appSetup.PrivateBinPath = Path.Combine(
1311 m_ScriptEnginesPath,
1312 m_Scene.RegionInfo.RegionID.ToString());
1244 1313
1245 AppDomain sandbox; 1314 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
1246 if (m_AppDomainLoading) 1315 Evidence evidence = new Evidence(baseEvidence);
1247 {
1248 sandbox = AppDomain.CreateDomain(
1249 m_Scene.RegionInfo.RegionID.ToString(),
1250 evidence, appSetup);
1251 sandbox.AssemblyResolve +=
1252 new ResolveEventHandler(
1253 AssemblyResolver.OnAssemblyResolve);
1254 }
1255 else
1256 {
1257 sandbox = AppDomain.CurrentDomain;
1258 }
1259
1260 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1261 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1262 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1263 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1264 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1265 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1266 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1267
1268 m_AppDomains[appDomain] = sandbox;
1269 1316
1270 m_DomainScripts[appDomain] = new List<UUID>(); 1317 AppDomain sandbox;
1318 if (m_AppDomainLoading)
1319 {
1320 sandbox = AppDomain.CreateDomain(
1321 m_Scene.RegionInfo.RegionID.ToString(),
1322 evidence, appSetup);
1323 m_AppDomains[appDomain].AssemblyResolve +=
1324 new ResolveEventHandler(
1325 AssemblyResolver.OnAssemblyResolve);
1271 } 1326 }
1272 catch (Exception e) 1327 else
1273 { 1328 {
1274 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1329 sandbox = AppDomain.CurrentDomain;
1275 m_ScriptErrorMessage += "Exception creating app domain:\n";
1276 m_ScriptFailCount++;
1277 lock (m_AddingAssemblies)
1278 {
1279 m_AddingAssemblies[assembly]--;
1280 }
1281 return false;
1282 } 1330 }
1283 }
1284 m_DomainScripts[appDomain].Add(itemID);
1285
1286 instance = new ScriptInstance(this, part,
1287 itemID, assetID, assembly,
1288 m_AppDomains[appDomain],
1289 part.ParentGroup.RootPart.Name,
1290 item.Name, startParam, postOnRez,
1291 stateSource, m_MaxScriptQueue);
1292
1293// if (DebugLevel >= 1)
1294// m_log.DebugFormat(
1295// "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
1296// part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
1297// part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1298 1331
1299 if (presence != null) 1332 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1333 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1334 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1335 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1336 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1337 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1338 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1339
1340 m_AppDomains[appDomain] = sandbox;
1341
1342 m_DomainScripts[appDomain] = new List<UUID>();
1343 }
1344 catch (Exception e)
1300 { 1345 {
1301 ShowScriptSaveResponse(item.OwnerID, 1346 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1302 assetID, "Compile successful", true); 1347 m_ScriptErrorMessage += "Exception creating app domain:\n";
1348 m_ScriptFailCount++;
1349 lock (m_AddingAssemblies)
1350 {
1351 m_AddingAssemblies[assembly]--;
1352 }
1353 return false;
1303 } 1354 }
1355 }
1356 m_DomainScripts[appDomain].Add(itemID);
1357
1358 instance = new ScriptInstance(this, part,
1359 itemID, assetID, assembly,
1360 m_AppDomains[appDomain],
1361 part.ParentGroup.RootPart.Name,
1362 item.Name, startParam, postOnRez,
1363 stateSource, m_MaxScriptQueue);
1364
1365// m_log.DebugFormat(
1366// "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1367// part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
1368// part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1304 1369
1305 instance.AppDomain = appDomain; 1370 if (presence != null)
1306 instance.LineMap = linemap; 1371 {
1307 1372 ShowScriptSaveResponse(item.OwnerID,
1308 m_Scripts[itemID] = instance; 1373 assetID, "Compile successful", true);
1309 } 1374 }
1310 }
1311 1375
1376 instance.AppDomain = appDomain;
1377 instance.LineMap = linemap;
1378 lockScriptsForWrite(true);
1379 m_Scripts[itemID] = instance;
1380 lockScriptsForWrite(false);
1381 }
1382 else
1383 {
1384 lockScriptsForRead(false);
1385 }
1312 lock (m_PrimObjects) 1386 lock (m_PrimObjects)
1313 { 1387 {
1314 if (!m_PrimObjects.ContainsKey(localID)) 1388 if (!m_PrimObjects.ContainsKey(localID))
@@ -1326,7 +1400,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1326 m_AddingAssemblies[assembly]--; 1400 m_AddingAssemblies[assembly]--;
1327 } 1401 }
1328 1402
1329 if (instance != null) 1403 if (instance!=null)
1330 instance.Init(); 1404 instance.Init();
1331 1405
1332 bool runIt; 1406 bool runIt;
@@ -1349,18 +1423,28 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1349 m_CompileDict.Remove(itemID); 1423 m_CompileDict.Remove(itemID);
1350 } 1424 }
1351 1425
1352 IScriptInstance instance = null; 1426 lockScriptsForRead(true);
1353 1427 // Do we even have it?
1354 lock (m_Scripts) 1428 if (!m_Scripts.ContainsKey(itemID))
1355 { 1429 {
1356 // Do we even have it? 1430 // Do we even have it?
1357 if (!m_Scripts.ContainsKey(itemID)) 1431 if (!m_Scripts.ContainsKey(itemID))
1358 return; 1432 return;
1359 1433
1360 instance = m_Scripts[itemID]; 1434 lockScriptsForRead(false);
1435 lockScriptsForWrite(true);
1361 m_Scripts.Remove(itemID); 1436 m_Scripts.Remove(itemID);
1437 lockScriptsForWrite(false);
1438
1439 return;
1362 } 1440 }
1441
1363 1442
1443 IScriptInstance instance=m_Scripts[itemID];
1444 lockScriptsForRead(false);
1445 lockScriptsForWrite(true);
1446 m_Scripts.Remove(itemID);
1447 lockScriptsForWrite(false);
1364 instance.ClearQueue(); 1448 instance.ClearQueue();
1365 1449
1366 instance.Stop(m_WaitForEventCompletionOnScriptStop); 1450 instance.Stop(m_WaitForEventCompletionOnScriptStop);
@@ -1397,8 +1481,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1397 1481
1398 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1482 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1399 if (handlerObjectRemoved != null) 1483 if (handlerObjectRemoved != null)
1400 handlerObjectRemoved(instance.ObjectID); 1484 {
1485 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1486 handlerObjectRemoved(part.UUID);
1487 }
1401 1488
1489 CleanAssemblies();
1490
1402 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1491 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1403 if (handlerScriptRemoved != null) 1492 if (handlerScriptRemoved != null)
1404 handlerScriptRemoved(itemID); 1493 handlerScriptRemoved(itemID);
@@ -1659,12 +1748,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1659 private IScriptInstance GetInstance(UUID itemID) 1748 private IScriptInstance GetInstance(UUID itemID)
1660 { 1749 {
1661 IScriptInstance instance; 1750 IScriptInstance instance;
1662 lock (m_Scripts) 1751 lockScriptsForRead(true);
1752 if (!m_Scripts.ContainsKey(itemID))
1663 { 1753 {
1664 if (!m_Scripts.ContainsKey(itemID)) 1754 lockScriptsForRead(false);
1665 return null; 1755 return null;
1666 instance = m_Scripts[itemID];
1667 } 1756 }
1757 instance = m_Scripts[itemID];
1758 lockScriptsForRead(false);
1668 return instance; 1759 return instance;
1669 } 1760 }
1670 1761
@@ -1688,6 +1779,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1688 return false; 1779 return false;
1689 } 1780 }
1690 1781
1782 [DebuggerNonUserCode]
1691 public void ApiResetScript(UUID itemID) 1783 public void ApiResetScript(UUID itemID)
1692 { 1784 {
1693 IScriptInstance instance = GetInstance(itemID); 1785 IScriptInstance instance = GetInstance(itemID);
@@ -1744,6 +1836,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1744 return UUID.Zero; 1836 return UUID.Zero;
1745 } 1837 }
1746 1838
1839 [DebuggerNonUserCode]
1747 public void SetState(UUID itemID, string newState) 1840 public void SetState(UUID itemID, string newState)
1748 { 1841 {
1749 IScriptInstance instance = GetInstance(itemID); 1842 IScriptInstance instance = GetInstance(itemID);
@@ -1766,11 +1859,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1766 1859
1767 List<IScriptInstance> instances = new List<IScriptInstance>(); 1860 List<IScriptInstance> instances = new List<IScriptInstance>();
1768 1861
1769 lock (m_Scripts) 1862 lockScriptsForRead(true);
1770 { 1863 foreach (IScriptInstance instance in m_Scripts.Values)
1771 foreach (IScriptInstance instance in m_Scripts.Values)
1772 instances.Add(instance); 1864 instances.Add(instance);
1773 } 1865 lockScriptsForRead(false);
1774 1866
1775 foreach (IScriptInstance i in instances) 1867 foreach (IScriptInstance i in instances)
1776 { 1868 {